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Full text of "Electronic Games - Volume 02 Number 11 (1984-01)(Reese Communications)(US)"

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3 GflfTlES FOR ATRRI COfTlPUTGRS 




Computer Games- Videogames -Stand- Alone Games Arcades 



Visit our little island 
if you dare. 



Yes, there is hidden treasure here. But there is also 
unspeakable terror. Listen! A voice within you is 
whispering that your life is in danger. 

Can you turn the clues you 
will find on this forbidding Carib- 
bean island into the tools you 
need to grab the treasure and get 
away alive? 

Death In The Caribbean is a 
game for the brain. All you have is 
your wits and the treasure map 
we supply. 

It will take all the courage 
you can muster to cross the bot- 
tomless cravasse. Get through the 
quicksand. Avoid the man-eating 



Death In The Caribbean— the exotic new island 
treasure hunt with high-res color graphics 




ants. Conquer the crocodile-infested swamp. Escape 

the deadly voodoo cave, menacing pirate ghosts, and 

all the other lethal traps and pitfalls that stand 

between you and fabulous wealth. 

jmm So visit our little island if 

I you dare. But heed this warning. If 

~-^-A»*^'~f iHi y° u seek ar, d fail - y° u mav De 

iP j [dl *ivt doomed to play the game forever! 

U*:' 




micro Fun 




© MicroLab 1963. MicroFun and Death in the Caribbean are registered trademarks of MicroLab. Inc. 2699 Skokie Valley Road. Highland Park, IL 60035 3 2/4;3-7F50 




1 Can you save the Doomed Dinos 
and escape the Dino Mom's stomp? 



Warped into a prehistoric world you've con- 
taminated the dinosaurs. You must climb nine 
deadly cliffs, find the dtno eggs and carry them 
back to the 21st century. 

Dodge the radioactive 
snakes and spiders when 
you climb, leap and jump 
over the challenging cliffs 
to iocate the eggs. As you 
fight your way up the nine 
levels your skills must 
increase if you are to 
survive the deadly 



IfflTffll 



. . . the fun goes on forever 



MitfoFy n " and Dino Eggs '" are registered trademarks oi MicroLab, Inc. 
ApplB II & lie, IBM PC. Atari BOO. Commadore 64 and ColecoVision are 
registered trademarks oi Apple Computer, Inc.. ISM Corp.. Atari, Inc., 
Commodore Electronrcs. Ltd., and Coleco-lndusiries, Inc., respectively. 
E 1983 MicroLab, Inc. 

2699 Skokie Valley Road, Highland Park, IL 60035 312/433-75S0 



Fire is the only weapon you have to keep the Dino 
Mom from putting her foot down and crushing YOU! 



Can you escape the Dino Mom's 
stomp, avoid the crawling, clawing 
creatures, find the eggs and save 
the dinosaurs from extinction? Only 
you can face the challenges of 
survival in the prehistoric time warp 
of DINO EGGS'" from MicroFun. Inc. 
...the fun goes on forever. 



Available for: 
Apple II "& lie- 
Atari 800" 
IBMPC" 
ColecoVision" 
Commodore 64" 




CONTENTS 




Commodore Sof tware- 
The Best Game in Town. 



VryiprdHTT 1 




. . .Take on the world, toughen up your trigger finger and fire away. . 



Commodore is the best computer 
value in town . . .at home, at school 
and at work . . . with our exciting, 
easy to use. inexpensive VIC 20 and 
C64 computers. 

We re fast becoming the best game 
in town when it comes to entertainment 
for the whole family. . . and at afford- 
able prices 

THE BEST ARCADE IN TOWN 
can be in your own home with our 
exciting, faithful reproductions of the 



best of Bally Midway arcade games. 
Our Kickman, (which just received 
a coveted "Electronic Games" 
award for an arcade translation) 
lets you steer the unicycle to catch 
the falling objects, as they fall quicker 
and quicker! 1 

Gorf, Lazarian, and Omega Race 
give you the best in classic space 
action against the one-eyed ieviathon. 
the drotds or the evil Empire. 

In The Wizard Of Woryou attempt 



to defeat the Wizard and the Warriors, 
fighting your way through to the end. 
With the new Commodore "MAGIC 
VOICE ... It talks back to you too! ' 

You commandeer the fleet at sea with 
our version of Seawolf.and become the 
master tactician as you battle "it out" 
with enemy fleet- 
Clowns and Blueprint round out 
our arcade entertainment package to 
keep your fingers nimble and your 



G 



COMPUTERS 

First In Quality Software 

See your local dealer now . . . He's got the best game in town , . . |ust for you. 




It's Crystal Ball Time! 



It took me nearly an hour 
to hunt up my crystal ball. 
The swami turban and video 
tarot cards were a snap to 
find by comparison. I just 
couldn't recall where I'd put 
the orb after writing my pre- 
dictions in last January's in- 
stallment of "Switch On!" 

I finally found the ball 
tucked away in a carton full 
of cartridges from Games by 
Apollo. Now, it's temporarily 
set up on my desk and ready 
to do its stuff. 

But first, it only seems fair 
to see how I did last year. My 
guess that manufacturers 
would sell eight million 
videogame systems and 80 
million cartridges proved 
slightly conservative, but not 
that bad. My estimate that 
computer ownership would 
double in 1983 also turned 
out to be short of the mark 
(tripled would be closer). I 
was right about games com- 
ing to players over the 
phone and about at least 
two systems biting the dust 
(Fairchild and Astrocade), 
but I apparently jumped the 
gun when it came to the 
appearance of the first full- 
time pro arcader. Maybe 
next year. Equally erroneous 
was my guess that hand- 
held programmables would 



By ARNIE KATZ 

make their debut in 1983. 
That's another good predic- 
tion for 1984, probably. 
Thatduty discharged, let's 
move on to my prognostica- 
tions for 1984. . . 

•Manufacturers will sell 
more than 100 million 
videogame cartridges, 
but hardware will prob- 
ably move out of the 
stores slightly slower 
than in 1983, perhaps 
eight million video- 
game systems. 
'Home computer sales, 
spurred by price cuts, 




will exceed 10 million 
units. 

'By the end of the year, 
there will only be two 
videogame systems in 
active production as 
gamers flock to com- 
puters for their home 
arcadmg. 

'Though stand-alones 
will be less numerous 
thart a couple of years 
ago, the technology will 
continue to improve. 
This year should see the 
first stand-alone featur- 
ng ts own miniature 
raster-screen. 
"Laser-disc games, now 
starting to hit it big in 
com-op game parlors, 
will reach the home 
market from at least 
three different manu- 
facturers. At least one 
firm will offer games 
that are true hybrids 
of computer and video- 
disc technology. 
*The most popular genre 
of action games in 1984 
will be the color-chang- 
ing contests such as 
CTBert 
And I would like to close 
with one final prediction: a 
year of health and happi - 
ness for all EG readers. 
Happy New Year! G 



Adverting Director 



, t Mi a ji a , * m 



. -- V # 



ATARI 600XL 






EVERTONE 

HASTHEIROWN SYSTEM FOR 

PLAYING POPEYEI 

Atari.® Intellivision* ColecoVision." T.I.™ Now you can play 
t POPEYE, one of the most fun and challenging arcade games yet, 
XI on any one of them. Run through three screens of non-stop action, sSwKwii 
r where you try to capture Olive Oyl's heart while avoiding untold 
/ dangers, including Brutus and the Sea Hag. 
Run down to your local store for Popeye today 
And while you're there, check out TUTANKHAM,'" 
FROGGER,'" Q*bert™ and SUPER COBRA," x^clidwcd i 
also from Parker Brothers' Arcade Action Series. 





JtOTUNS, 



PILOT THE VIDEO SPACE SHUTTLE 



By now, the only people 
who believe the Atari 2600 is 
a toy are those who haven't 
seen Activision's Space Shut- 
tle: A Journey into Space. Re 
leased last November, Space 
Shuttle is the most innovative 



VCS. While the gamer pilots a 
shuttle from launch — through 
docking maneuvers — to land- 
ing, he must check various 
readings and make adjust- 
ments with the VCS's toggle 
switches. 



Designer Steve Kitchen, 
who researched the real shut- 
tle with NASA's help, repro- 
grammed the console 
becomes a flight co 
panel. {For example, the righl 
difficulty switch opens 
closes cargo bay doors and 
lowers landing gear,) Kitchen 
also included a demo mode, a 
training flight and a mission 
flight, as well as some out- 
standmgaudio/visual effects. 

Move over NASA, here 
come the Activision astro- 





71 99/4A 

MARKETS 

"GAMEPORT" 

Owners of the Texas In- 
struments' 99/4A will be 
pleased to learn that the 
Romox "GamePort" accepts 
all ROM cartridges, according 
to Romox Prexy, Paul Terrell. 

It announced earlier this 
year that it would modify its 
computer to accept only 
those cartridges programmed 
in Tl's patented "GROM" for- 
mat. This limits third-party 



software manufacturers from 
producing games unless they 
license their product toTI, and 
means users can't play any 
"non-GROM" titles. 

According to Terrell, the 
"GamePort" offers interested 
parties an alternative. By 
plugging the new device into 
the computer port and acces- 
sing the 9900 CPU directly, it 
can play any standard ROM 

Check your local retail out- 
lets for this one folks. 



Padre Steve Carvey getting ready to hit one out of the park. 

PADRES ARE TRAINING 
WITH GAMES 



Thanks to Sega's Cham- 
pion Baseball, The San Diego 
Padres are sharpening up 
their batting averages. By 
playing electronic games such 
at this, the ball- 
players c 



The San Diego-based coin- 
op manufacturer donated a 
number of the coin-op 
machines to the Pad 
clubhouse, where the guys 
immediately began 
hitting them hot 
and heavy 
No one knows the 
advantages of such 

thing is certain: 





pensuin software 

the graphics people 

The Next Generation Is Here! 




At Penguin, we 

don't rely on the same old 

game formulas, adding to the mish-mash 

of look-alike games already on the market. We look 

for creativity, originality, and innovation. Games like 

Minit Man, challenging you with two types of arcade action 

simultaneously; Coveted Mirror, an adventure with animation and 

arcade games throughout; The Spy Strikes Back, an arcade game with 

strategy and a touch of adventure; Pensate and Tactic 9, games that make 

you think; and Expedition Amazon, an intriguing and humorous fantasy game. 

And Each Is Only $19.95! More Fun For Your Money From Penguin Software 

Write for a free catalog 
JO Fourth Avenue, Box 311 Dept. M Geneva. IL 60134 For information - Call (312) 232-1984 Dealer orders only - Call (800) 323-0116 



COMPUTERIZED 
LIMOS! 

Air Brook Limousine Ser- 
vice, in our nation's capital, 
now offers "computa-cars" 
— limos that come equipped 
with a computer and word 
processor! 

Execs can use the equip- 
ment to call up Congressional 
voting records, legislative his- 
tories, biographies of various 
Congressmen, and any other 
vital data they need. 

Air Brook even calls up res- 
taurants, grouped according 
to price and culinary type. 

COMPUTERS 
TEACH TOTS 

Early reports indicate that 
kids who play an educational 
game on computers test sig- 
nificantly higher than other 
children from the same age 
group who receive no com- 
puter experience 

The test included 20 
youngsters who were divided 




BOOKS FOR 



into two groups. Where both 
groups took pre- and post- 
tests, the control group had 
no exposure at all to com- 
puters. The other group spent 
10 one-hour sessions with the 
computer. At the end of this 
one-month experiment, the 
findings showed that the chil- 
dren who played on comput- 
ers scored a total of 47 per- 
cent higher on a battery of 
standardized tests. 

The experiment was hosted 
by Program Design, Incorpor- 
ated, manufacturer of such 
popular arcade games as 
Moonbase lo and Clipper: 
Around the Horn in 1850. 



Sir-Tech's Wizardry s< 

SIR-TECH DISPLAYS HIGH-RES 




Sir Tech Software has pro- 
duced a brand new high- 
resolution display manager 
for the Apple II. and will test it 
in the marketplace in the third , 
gam* of the Wizardry series. 

The latest adventure is Leg- 
acy of Llylgamyn, the third 
scenario in the Wizardry fan- 
tasy 'Oie-playing program, 
wrtten py Andrew Greenberg 



and Robert Woodhead. 

It continues the storyline 
through the use of a new 
graphic technique called 
"Windo-Wizardry". It allows 
programmers to manipulate 
rectangular windows of any 
size, which sometimes over- 
lap to enable more informa- 
tion to be put on-screen at the 



Softsync and Brady Books 
(a division of Prentice-Hall) 
have published a book of 
computer games exclusively 
targeted for owners of the 
Timex 1000, 1500 and 2000 
computer systems. 

"Brain Games", by Cana- 
dian professor John Stephen- 
son, contains 26 different 
program listings. Each comes 
with a mind game as well as a 
few helpful shortcuts to assist 
younger programmers in de- 
signing their own fun as they 
learn mathematics and logic 
through games! 

Dr. Stephenson explains, 
"For 20 years, I have been 
teaching mathematics. I be- 
lieve it is possible to teach 
math and logic through the 
use of games. This also makes 
it a lot of fun for everyone." 

"Brain Games" retails for 
$9.95 and can be found in 
most local bookstores. Soft- 
sync, in addition, also plans 
versions of the book for the 
VIC-20 and Commodore 64. 



Besides the upright model, Sega also make< a cockpit version of Star Trek. 



PBS RAISES CASH WITH COIN-OP 



Sega Electronics generously 
donated a Star Trek coin- 
operated videogame to the 
Public Broadcasting System, 
located in San Diego, for their 
annual fund-raising auction. 

Every year, PBS holds an 
auction to generate the 
necessary monies used to 



maintain equipment and 
staff, and to purchase pro- 
gramming. 

Telecast over several eve- 
nings, the auction features 
hundreds of items or services 
donated by viewers who 
strongly want to do their part 
to keep PBS alive. 



AUCTION 

"We feel proud to help 
support the outstanding job 
KPBS is doing for the San 
Diego area," said Sega's chief 
operating officer, Frank 
Fogelman. He also went on to 
say that Sega expects to par- 
ticipate in next year's upcom- 
ing auction as well. 



k 



^s*' 




' M \. 



Family Software, all 3 games 
2/aibble in finer computer St. 
everywhere. Or call toll-free 
2-800-852 5000. Dept AC-17 



itdty™ 
. joock down buildings to your 
wrecker while dodging bricks, 
rocks, cans and tomatoes. 10 
rounds. Poster, stickers, user's 
manual vinyl binder Included. 
Ages 8 and up. Only $39 95 




Oldlr 

Thrilling 2 player naval battle) 
Use the wind, cannons compass 
to outwit rival ship. Detallecf 
graphics recreate true sailing ex- 
perience. Poster, log book, vinyl 
binder Included. Ages 8 and up. 
Only $3995. 



The days of yore are recalled in 
this unique combination of board- 
game and computer game Rescue 
the king by playing 20 animated 
games of skill — (ousting, sword- 
play, etc 1 to 4 players. Sturdy, 
colorful gameboard playing 






"Make note of that name, Electronic Arts. 

It may well set the standard for sophisticated 

entertainment software in the 80s." 



—Creative Computing. 



ELECTRONIC ARTS 

COMES TO 
THE COMMODORE. 



ARCHON™ 

by Free Fall Associates 

No review could possiblv do 

than hint at the mar,:?. J 
excellence of Archon. It is 
truly a landmark in the devel- 
opment of computerized 
strategy games." -Video 
". . .you're bound to fall for it. 

Imagineachessga 

you can cast spells. 

—Creative Computing 



".. theofficesofA.N.A.L.O.G. 
echo with the searing roar of 
dragon-fire and shouted 
obscenities from angry players. 
Archon turns friend against 
friend and inspires grudges that 
can last for days. What better 
compliment can you give to a 

-A.NA.LO.G. 




*** 



M.UL.E, 

fry Ozark Sofscapc 
"A must-have." 

— Electronic Fun 
"May well become the Monopoly 
of computer games." 

— Personal Soli'.v.in 
"Graphics, sound and humor 

-Creative Computing 

"Recommendation? Buy it." 

— Softline 



MURDER ON THE 
ZINDERNEUF 1 " 

by Free Fall Associates 
"Whodunit fans, drop your 
Agatha Christie and come 
running.This is your game! The 
graphics are among the most 
colorful and attractive I have 
seen in any game." — Antic 





am 



70 

PINBALL *^ 

CONSTRUCTION SET 



t 







"The besr program ev 
for an 8-bit machine.' 

-Steve Worn iak 
"A fully integrated 
graphics-oriented 
design tool that lets 
you create your own 
video pinball games, 
required study for all 
software authors." 

-A.N.A.LO.G. 
"A tour de force." 

—Creative Computing 




Electronic Arts 

Home Software for the Commodore 64 



mlTHETKSSI-.HACT ST 



If you've been putting a lot 
of time in on your disk drive, 
you just may be able to give it 
a good spring cleaning — no 
matter what the season! 

"Headmaster", by SSK En- 
terprises, effectively cleans 
the read/write head(s) of 
floppy disk drives, as well as 
packaging two disks good for 
up to 16 cleanings each, with 
all the necessary fluid. 

SSK thinks that periodic use 
of the "Headmaster" redi 

s while protecting 



ATARI GOES 
CLUB MED 

First we had kids learning 
computers at computer 
camps; now adult vacationers 
can do the same at the Club 
Med facility in Punta Cana, 
Dominican Republic. Visitors 
are getting hands-on experi- 
ence with one of the 57 Atari 
computers in its workshop. 
You may even forget about all 
the "other." vacation activities 
such as surfing, water skiing, 
eating, etc. 

Computers at the fun spot 
can help revelers locate a ten- 
nis partner, list special daily 
events, or work as message 
centers for vacationers at the 
resort. 



DATASOFT'S 

READY TO ROLL 

'EM OUT 

DataSoft is releasing Dallas 
Quest under licen 
Lorimar Productions (creators 
of the popular TV series). In 




TIGER BUYS 

Tigervrsion has just inked a 
deal to license four of the very 
latest top Japanese coin -ops 
from Orca. the Tokyo play- 
for-pay innovators. 

Home editions of the 
games, expected to hit Amer- 
ican arcades by mid-1984, in- 
clude Espial, Japan's 6th 
ranked game in recent sur- 
veys. This one's been de- 
scribed as a state-of-the-art 
high resolution graphics space 
attack game, in which the 
arcader must destroy a scroll- 
ing spy space station. 

Other favorites include Sky 
Lancer, a futuristic space bat- 
tle, and Super Crush, which 
places the gamer in an auto 



demolition derby. The ulti- 
mate maze game is Changes, 
featuring multiple patterns 
and pretty graphics combined 
with scrolling action. 

The gamey Illinois firm 
holds worldwide rights on 
these titles for home 
videogames, computer 
games and stand-alone elec- 
tronic games. 

Tigervision is the software 
firm that brought such games 
as Miner 2049er, Polaris, 
Springer, and River Patrol 
to the videogame screen. 

If the Japanese coin-ops 
are anything as good as those 
then 1984 is certain to be 
a good year. 



■WHAT'S HOT- 



Look, up in the sky! It's a 
bird, it's a plane, it's.. .a Zep- 
pelin? Yes, it is. The closest 
most folks come to an airship 
in real life is a glimpse of the 
Goodyear blimp, but those 
grand gasbags are starring in 
three hot new games for 


various computer systems. 

Zeppelin {Synapse Soft- 
ware) is here to entertain Atari 
owners, Zeppelin Rescue 
(Computer Software Associ- 
ates) gives Commodore 
64'ers the chance to save Los 
Angeles, and Murder on the 


Zinderneuf (Infocom) chal- 
lenges all computerists to 
catch a killer aboard a luxury 
dirigible. 

We haven't seen this many 
balloons on a videogame 
screen since Circus Atari. Or 
was it F Troop? 






fW^{V|l 


^K. fl 


" : *"^J 




?_ **'..* Ml""". 3 """ 







this one, gamers must out- 
smart the villainousJ.R. Ewing 
in a search for a lost map that 
leads to a jungle oil field. 

The "really scary" portions 
of the game come from the 
savage environs, as well as 
from the notoriously bad J.R., 
who, as you may have already 
guessed, is busy wheeling and 
dealing as he tries to jeopar- 
dize the mission. 

DataSoft's other home 
game offering, Pooyan, is 
based on the original Konami 
coin-op version. Gamers will 
find wolves clinging to hot-air 
balloons, traveling over a 
forest. Just use the bow-and- 
arrow to burst their bubbles, 
and don't forget to protect 
the little piggies wandering 
through the forest. 

Dallas Quest and Pooyan 
are available through Radio 
Shack for the Atari, Apple and 
Commodore computers. 



BY RADIO 

"The Screen Fiend" is a 

syndicated radio show exclu- 
sively tailored to the vid- 
eogaming community. Au- 
dio Inventions (P.O. Box 240, 
Mt. Ephraim, NJ 08059) will 
provide a qualified radio sta- 
tion with five 60-second 
shows free of charge. 

Each show incorporates the 
latest news and views about 
the industry's most recent 
games, home video systems, 
accessories and newly- 



That's Zeppelin Rescue on the left, and Murder on the Zinderneuf on the right. 



TTieENDo/DINKETY- 
DINKDINK. 

A 



announcing 
the. first computer 
music program that 
actually sounds like 



music. 



LET'S FACE IT. Up till now, music 
programs for your home computer 
have all sounded, well, pretty lame. 
There were the ones that resembled 
little electronic music boxes, remem- 
ber? And then there were those that 
sounded like so many burps. 

Enter Music Construction Set. It's 
the first music program that really 
makes use of the power of that ma- 
chine you've got. If you're a serious 
student, this means you'll be able to 
work with an intricacy and range of 
sound quality you've never heard be- 
fore on a computer. And if you know 
nothing about music, you'll find some- 
thing even more important. Namely, 
that this thing is simple enough to 
be a lot of fun. 

Take a good look at this screen 
because it, you, and a joystick are the 
whole story here. 

That's you at the right end of the 
staff ot notes — the little hand. Move 
the joystick, and you move the hand. 
Use it to carry notes up to the staff. 
Lay in rests, signatures, clefs, then point 




to the little piano in the lower right 
arid listen, because you'll hear the 
whole thing played back. 

Move those little scales in the mid- 
dle up and down to vary the music's 
speed, sound quality, and volume. Use 




the scissors to cutout whole measures, 
then use the glue pot to paste them 
in somewhere else. Got a printer? 
Great. Print the score out and show it 
off to your friends. 

But what if you're not up to writing 
your own stuff yet? No problem. 
There are twelve pieces of music al- 
ready in here, from rock 'n roll to 
baroque. They 're fun to listen to, and 
even more fun to change. (Apologies 
to Mozart.) 

The point is, the possibilities are 
endless. But if you're still skeptical, 
visit your nearest Electronic Arts dealer 
and do the one thing guaranteed to 
send you home with a Music Con- 
struction Set in tow. 

Boot one up. Point to the piano. 
And listen. 



ELECTRONIC ARTS 



BELIEVE IT 

OR NOT, IT'S 

A CAME! 

Roklan Corporation and Ri- 
pley's International have 
agreed to enter into a joint 
venture to create video and 
computer games based upon 
the "Ripley's Believe It Or 
Not" series. 



Marketing at Roklan, the 
games "will tie in with the 
Ripley's cartoon characters 
and will be an extension of 
the popular ABC television 

Editions of "Believe It Or 
Not" for the Atari VCS, Intelli- 
vision, and ColecoVision are 
already underway, while 
computer versions for the 
Atari, Commodore 64 and 
Apple computers aren't too 
far behind. They should 
be here this winter. 



"POWER PLAY'S" 
A WINNER OF 
AN ARCADE 

We all know that Jay 
Simon's fantastic Power Play 
Arcade, located just a few 
minutes from Disney World, 
has lots of little extras to keep 
gamers coming back for more 
and more. But that's not all. . . 

This natural showman also 
has other talents, video-re- 
lated of course, including 
having a laser/holography 
expert fly a 3-D red, white and 
blue Phoenix down a highway 
and then onto his parking lot. 

Jay Simon is best-known 
for staging some pretty wild 
and exciting events in his Flor- 
ida game palace. Just to give | 
you a little taste of Jay's kind 
of fun, you can expect, on any 
given night, to get flooded by 
a smoke machine that fills the 
game room. For Halloween, 
Jay had a gigantic Flash Gor- 
don-style spaceship land 
smack in the center of his 
arcade, complete with a laser 
light show and a special cos- 
tume party, in which every- 
one got to wear their fave , 
game-playing attire. 

Ready for some more? Jay 
has even brought costumed 
videogame characters to visit 
the children's wards in hospi- 
tals and then to the local 
schools to brief the kids on 
this incredibly surging tech- 
nology. 



MmtMm 



SOFTWARE BERT 



SoftSync's Dancing Feats, 

designed by Christopher 
Chance, turns Atari and Com- 
modore 64 computers into 
music synthesizers. Joystick 
jockeys sound like virtuosos 



| base against hordes of alien 
bandits trying to steal the 
goodies... 

Coleco plans a super ver- 
I sion of War Games (based 01 



DANCING FEATS (SOFTSYNO 



when they create melodies 
and on-screen light displays 
using the program's selection 
of bass, beats, styles and 
rhythms. While you play, the 
notes and chords are display- 
ed on the bottom of the 




DANCING FEATS (SOFTSYNC) 



screen, and the program also 
lets you record and playback 
your compositions... 

Bandits, the shoot-em-up 

from Sirius Software, is now 
available for the Commodore 
64 in addition to the Apple, 
Atari and VIC-20 computers. 
Players guard a lunar supply 



the MCM/UA movie by the 
same name) for the Adam 
computer, later this year... 

Epyx has released a home 
version of the Exidy hit educa- 
tional game. Fax, for play on 
the Apple or Commodore 64 
computers, Fax is a video quiz 
with about 900 questions in 
each of four categories: 
sports, trivia, history and en- 
tertainment, with three levels 
of difficulty. Gamers gain 
additional points for quick 
answers to questions that are 
enhanced by clever graphics, 
and wrong answers get 
humorous warnings from the 
computer, such as "Put your 
mind in gear" and "Do your 
homework!".., 

Randamn, from Magnum 
Software, turns your Apple 
into a mystic slot machine, but 
with a payoff you won't find 
in Las Vegas. When the spin- 



I ning stops, it selects an oppo- 
nent for you to defeat. At 
stage one of the game, there's 
only one baddie to overcome. 
, but at stage seven, there are 
I seven. And, since everything 
in this game is random, the 
j villains might be all alike, all 
different, or any combination, 
I so the gamer's strategies have 
! to keep changing to match 
, the results of each spin of the 
slot machine. Survive all seven 





RANDAMN (MAGNUM) 



stages, which range from 
Stonehenge, to outerspace, 
or even the Satan's domain, 
and the player becomes the 
Demi-god Randamn, lord of 
random events... 




RANDAMN (MAGNUM) 



Infocom's Enchanter is the 
first game in a new series of 
fantasies that guide players 
through a world of magical 
powers. Authors Marc Blank 
and Dave Lebling (who pre- 
viously wrote the Zork titles 
forlnfocom) designed a world 
that's under the thumb of an 
evil warlock who has to be 
banished, in a text adventure 
that takes gamers through an 
abandoned castle filled with 
magic. Enchanter is available 
for all computer systems, and 
features an important new 
element in adventures, the 
passing of time. Players have 
to eat, drink and sleep in the 
enchanted world or they'll 
lose their powers, just like 
gamers in the real world... 

The Sirius adventure hit, 
Blade of Blackpoole, is now 
available for the Commodore 
64, in addition to the Apple 
and Atari computers. This 
single-player adventure 
makes gamers solve puzzles 
as they fry to locate objects. 



Software artists? 



TO MAKE THE FIRST BASKET- 
BALL PROGRAM that feels like the 
real thing, it helps to start with two guys 
who know what the real thin" Uvl> like 

Enter Larry Bird and Julius Erving. 
Bird — the hustler, the strong man, 
deadly from outside. Erving —The 
Doctor, maybe the most explosive 
player in the history of the game. 

We talked to them, photographed 
them in action, studied their moves and 
their stats and their styles. Then we 
set out to create on computer disc an 
event which may never happen in real 
life. We put the rwo of them together 
on a dream court ot light, for an elec- 
tronic afternoon of one-on-one. 

It wasn't easy. When 
they talked, we listened. 
When they criticized, 
we made big changes. 
When they gave sug- 
gestions, we took them. 

And it shows. This 
thing is absolutely un- 
canny. You actually 
take on all the skills and 
characteristics of Bin 
or The Doctor -their 
own particular moves, 
shooting abili 
strength and speed. 

You'll meet with 
fatigue factors, hot and 
cold streaks, turn- 
around jump shots, 
and 360-degree slam 
dunks. But there's some whimsy in 
here, too— a funny referee, a shattering 
) ickboard, even instant replay. 

It's called Julius Erving and Larry Bird 
Go One- on- One." You're Bird. Or you're 
The Doctor. And that's the last deci- 
sion you'll have plenty of time to make. 



How we got this year's hottest sports game out of 
two rather inexperienced designers. 




SPECTRA VIDEO 

PICKS 

SPOKESMAN 

World-famous TV/film 
star, Roger Moore (more 
popularly known as James 
Bond, 007), has inked a deal 
with SpectraVideo, Incorpor- 
ated. 

Moore will be appearing for 
the corporation in its ad-cam- 
paigns as spokesman for the 
firm's line, as well as making a 
number of personal appear- 
ances on behalf of the manu- 
facturer. 

Mr. Moore, who was 
brought to the public's eye by 
his role as Simon Templer in 
"The Saint" on TV, hasn't 
really done any actual espio- 
nage work for SpectraVideo, 
but he should be popping up 
on the tube when you least 




EX-EMPLOYEES 
SUE ATARI 

Atari was slapped with a 
class-action suit by two of its 

I former employees, charging 

| the firm didn't give proper 
advance notice when laying 

I off over 600 workers last 
February. 

According to the protes- 
ters, Atari continued to prom- 
ise its staff that their jobs were 

I secure. Contradictorily, the 
firm supposedly told the 
National Labor Relations 
Board that plans to move 
manufacturing operations to 
the Far East began as early as 
1981. 

The current suit seeks dam- 
ages totally $3.6 million in 
back pay for all the ex-Atari- 
employees who are still un- 
employed, as well as $10 mil- 
lion in punitive damages. 



Coleco has entered into a 
joint venture with American 
Telephone and Telegraph, to 
develop a $1 00 modem so the 
Adam can communicate with 
other computers over tele- 
phone wires. The modem will 
also permit videogames and 
other software to be down- 
loaded by phone into a variety 
of home computer or 
videogame systems. Other 
projects on the Coleco draw- 
ing board include an expan- 
sion unit to boost the resident 
80,000 character memory of 
the Adam by 64,000 charac- 
ters. The company has also 
announced plans to market 
an Adam-compatible video- 
disc machine to go with the 
home version of Dragon's 
Lair, and other laserdisc coin- 



-HARDWARE BEAT- 



CoiecoVision owners can 
get a kick from the Amiga 
Joyboard The foot-controller 
was previously available only 
for the Atari 2600 and home 
computers... 

Now even teeny-tiny bat- 
teries can be recharged. CE 
just introduced their AAA 
rechargeable battery for use 
in the new slim-line electronic 
products that take this size 
batteries. They'll sell for $7.99 
a pair, or $9.99 for a pair of 
batteries with the recharging 
module... 

Fluctuating power has your 
computer in a tizzy? Maybe 



what you need is The 
HAWK, an AC power 
monitor and protector 
that protects electronic 
devices from voltage 
surges while filtering 
out electronic 
noises. The 
device, manu- 
factured by Elec 
tronic Protection 
Devices, Inc., plugs 
into any wall outlet, then 
monitors and corrects line 
fluctuations, giving an audible 
alarm if a 1 5% power surge or 
sag occurs. It sells for $195, 
and comes with a Lloyds of 
London insurance policy that 
guarantees the product's per- 
formance... 





ROMSCANNER (MARJAO 

fridges off the floor, and orga- 
nized for a better play session I 
The RomScanner holds 10 
cartridges, then lets the gam- 
er switch from one to another 
just by pushing a button. An 
Atari 2600 fits right in the 
machine with the ten games, 
doing away with the clutter of 
carts on the floor. The manu- 
facturer, MarJac Technology, 
Glendale, Wise, promises 
similar devices to be intro- 
duced soon for other 
videogame and computer 

The world's smallest pro- 
grammable videogame is the 
Palmtex Portable Videogame 
System, a pocket-sized giant 
that uses plug-in game car- 
tridges that operate on a color 
graphic-enhanced Liquid 
■Crystal Display mini-screen. 

Games are to be released at 
the rate of two per month. 



These instructions 
could save your life. 

_SD\RTR<EK_ 




Read this page very carefully before you play Star Trek Strategic Operations 
Simulator, the home video game thafs so fast, so challenging, it comes with 
its own Combat Control Pane). 

This is Star Trek as you've never played it before. Born in the arcade. 
Tested under fire. Then made even better. More challenging. 

You fight Klingons and alien saucers throughout the galaxy. Maneuver 
through fields of space mines. And confront the ultimate enemy, Nomad. 
An enemy so powerful you'll need full phasers, warp speed and your 
Combat Control Panel to defeat him. 

Star Trek. With the exclusive Star Trek Combat Control Panel. 
Don't leave Earth without it. 



_§Ii4 



The Arcade Winners. 



IBM 'PEANUT' 
DEBUTS! 

By now, the once-secret 

IBM "Peanut" should be out 
from under wraps. The new 
machine will retail for approx- 
imately $700, including the 
console and disk drive. A fully 
integrated system that comes 
equipped with a printer will 
sell for around $1300. 

The "Peanut" consists of a 
console with built-in disk 
drive and keyboard, as well as 
a cartridge slot for software 
programs. Operable with 
either a monitor or TV, the 
"Peanut" will supposedly be 
able to run software designed 
for the IBM -PC computer. 

Best of all, "Peanut" sports 
increased graphics and im- 
proved color capacity that 
should make all computer 
gamers happy! 



let's 
already, IBM! 



ak it < 



COMPUTER 

WEEKEND 

HITS CHICAGO! 

Over 1,000 computerists, 
ranging from tots to over the 
the hillers, gathered to see de- 
mos, hear speeches and look 
at exhibits which stressed the 
entertainment and educa- 
tional aspects of home com- 
puting, at the Chicago Hyatt 
Regency Woodfield Hotel. 

Arnie Katz, editor of Elec- 
tronic Games magazine, and 
Joyce Worley, editor of 
EG Hotline, were two of 
the major speakers at the 
fun-filled "Computer 
Weekend" extravanganza. 

"All electronic games are 
educational to some degree," 
asserted Joyce Worley in her 
talk on the gaming industry. 
She also went on to explain 
that the mind and body chal- 
lenges, posed by even the 
most straightforward shoot- 
ing game, teach the gamer 
habits of the mind which 
progressively prepare him or 
her for subsequent learning 
experiences. 

Katz' talk mainly focused 
on the future of electronic 
gaming, Aiso seated on the 
panel was animator Frank 
Steinberg. Steinberg predicts 
that continued increase in the 
memory size of home com- 
puters will lead to games of a 
scope and complexity that 
would be unthinkable now. 



E.G. READER5 PICK T/IOR 

FWORfTE QAME5 



Most Popular Videogame Cartridges 



Month Month Lhrt 



Came 


System 


Manufactui 


Donkey Kong, Jr. 


ColecoVision 


Coleco 


River Raid 


Atari 2600 


Activision 


Miner 2049er 


ColecoVision 


MicroFun 


Pitfall 


Atari 2600 


Activision 


Pac-Man 


Atari 5200 


Atari 




ColecoVision 


Coleco 


Lady Bug 


ColecoVision 




Robot Tank 


Atari 2600 


Activision 


Donkey Kong 


ColecoVision 


Coleco 


Ms. Pac-Man 


Atari 2600 




Centipede 


Atari 5200 




Frogger 


Atari 2600 


Parker Bros. 


Keystone Kapers 


Atari 2600 


Activision 


Enduro 


Atari 2600 


Activision 


Miner 2049er 


Atari 5200 


Big Five 



Most Popular Computer Games 



Month Month List Came 

1 1 8 Miner 2049er 

2 2 21 Star Raiders 

3 6 19 Pac-Man 

4 New New Donkey Kong 

5 3 14 Centipede 

6 5 11 Choplifter 

7 4 6 Astro Chase 

8 New New Aztec 
9—2 Shamus 

10 New New Kick-Man 



Atari/Apple 

AT 4-8-1200 

AT 4-8-1200 

AT computers 

AT 4-8-1200 

Atari/Apple, 

VIC-20 

Atari 

Apple II 

AT computers 

Commodore 64 



Big Five/Micro Fun 

Atari 

Atari 

Atari 

Atari 

Broderbund 

Creative Software 

Parker Bros. 

Data Most 

Synapse 

Commodore 



Most Popular Coin-Op Videogames 



Dragon's Lair 


Cinematronics 


Star Wars 


Atari 


Pole Position 


Atari 


Q'bert 


Mylstar 


Burgertime 


Bally Midway/Data East 






Donkey Kong 


Nintendo 




Williams 


Popeye 


Nintendo 


Front Line 


Taito 



Readers Choose Top Games 

Since mere quantity of play doesn't necessarily equal actual popularity, Electronic 
Games bases its standings on the votes of its readers. These lists of most popular games 
are based upon more than 1000 Reader Polls. We update the "picked hits" lists in 
every issue of Electronic Games. 

So send in your votes! 



r-TM9£ST WDCO GAME AROUND— , 
JUST GOT BETTER. 




The hottest video game to come 
down the pike in a hound's age. 
Miner 3M9er. is now out in a nev 
second edition. Three thrilling nev 
screens challenge Bounty Bob in 
ways only Bill Hogue. the game's 
creator, could dream up. One falsi 



move and Bob's in big trouble. If he's 
not about to be gobbled up by a pool 
of radioactive waste, he's probably a 
whisker away from being crushed by 
an enormous jackhammer. 

Needless to say, if you plan on get- 
ting Bob through in one piece, you're 



every ounce of skill and ability yon 

Miner 2049er, Volume I, put you to 
the test. Miner 2049er, Volume II, 
however, goes a step further. It puts 
you over the edge. 



POR USE WITH THE ATARI VCI WOO 

TiGc nvmon. 





'1111 


IrJpl — 




i ^K V x ^ " c ^ 


»5 ^ 


£«£ 



Joseph Barbera of Hanna-Barbera fame was the force behind the creation of the Pac-Family (shown below). 

MEET PAC-MANS 
VIDEO GODFATHER 

Joe Barbera Talks about 
T.V.'s 'Pac-Man' Show 



By GABE ESSOE 

Since the days of P.T. Barrmm, it 
has become a well-established 
fact that a celebrity in any field of en- 
deavor can become a show business 
personality. Look at Buffalo Bill 
Cody, a frontiersman whose flai 
and long blond locks turned hi 
into a top Wild West Show 
attraction. Others like Hoot 
Gibson, a rodeo champ who 
could master a Hollywood 
agent as well as he did a 
Brahman bull, became mat- 
inee heroes. Johnny Weis- 
mueller, an Olympic swim- 
ming star, became king of the 
cinema jungle. Even Babe Ruth, 
the Sultan of Swat, took a swing 
at the movies. 



Yet, who would have thought that 
Pac-Man, the gallant gobbler of the 
videogame world, could chomp his 
way into a new career on television as 




the star of his own Saturday morning 
cartoon series? 

It takes some kind of creative 
genius, or an unabashed carny show- 
man, to dream that up. it helps to be 
both. 

Well, the culprits responsible for 
turning Pac-Man into a television star 
do combine both qualities plus, they 
are as much a cornerstone of their in- 
dustry as Pac-Man is in the ar- 
cade business. The culprits, 
of course, are Joe Barbera 
and Bill Hanna of Hanna- 
Barbera fame, the pioneers 
and titans of Saturday morn- 
ing television. They are the 
'only guys who have ever given 
Walt Disney sustained, hard- 
edged competition in animation. 



JUMPMAN'S A GREAT GAME. 
BUT YOU'VE GOT TO WATCH YOUR STEP. 





Meet the Alienators. A fiend- 
ish bunch who've planted bombs 
I throughout your Jupiter Command 
| Headquarters. 

Your job? Use your lightning 
speed to scale ladders, scurry 
I across girders, climb ropes and race 
through 30 levels to defuse the bombs before they go off. 

That's the kind of hot, non-stop action we've 
packed into the award-winningfbest-sellingjumpmanr 
and into Jumpman Jr'our new cartridge version with 
12 all-new, different and exciting screens. 

Both games force you to make tough choices. 
Should you avoid that Alienator, climb to the top 



and try to work your way down, or try to hurdle 
him and defuse the bombs closest to you 
before they go off? 

If you move fast you'll earn extra lives. 
But if you're not careful, it's a long way down. 
So jump to it. And find out why jumpman 
and Jumpman Jr. are on a level all their own. 

One to four players; 8 speeds; joystick 
control. Jumpman has 30 screens. Jumpman Jr. 
has 12 screens. 



\EG*& 



SmmGYGMUS HOt THt ACTIOM-GAM f PIA YtR. 




Looking back three decades, when 
soaring costs of theatrical cartoons 
forced the closing of most animation 
studios in Hollywood, Hanna and Bar- 
bera, who had won seven Oscars for 
their "Tom and Jerry" cartoons at 
MGM, developed a less expensive 
product for TV. Their new, limited 
animation, stressed plot and action, 
abandoning much of the time- 
consuming and expensive details of 
movement and backgrounds. They 
ushered in a new era of children's car- 
toon programming. 

Their roomful of Emmys have been 
won with such clever and ground- 
breaking characters as Ruff and Red- 
dy, Huckleberry Hound, the Flint- 
stones (which was the first animated 
series in prime-time) and Scooby Doo 
(which, after 12 years of new epi- 
sodes, is the longest running cartoon 
series in network history). More 
Emmys were garnered with specials 
that mixed live-action and animation, 
like "The New Adventures of Huck- 
leberry Finn" and "Jack and the 
Beanstalk. 

Hanna-Barbera's latest char 
acter is Pac-Man. But how exactly 
do you turn a videogame 
into a hit cartoon series? 
The "Pac-Mai; 
show, airing 
on Saturday 
morning on 
ABC-TV, 
appears de- 
ceivingly simple, 
but getting it 
there was anything 
but easy. Keeping it on 
the air is a whole other ballgame. 

"The name of the game in 
entertainment is to not only 
keep up with the kids, but to 
stay ahead of them," 
explains Joe Barbera, an 
easy-going perceptive mar 
who, unlike George Lucas, 
the creator of "Star Wars' 
is comfortable with 
his success. "Kids to- 
day are a whole new 
breed from when I wasi 
growing up. The kids 
today are into electronics ^ • 
and computer tech- ~jc 
nology. From four- /-C^ 
years-old on up, 
they have a veneer 
of acumen and a 
sophistication that 
makes it ridiculous 



PAC-MAN 



to do shows like we've done in the 
past. I hear top executives in our in- 
dustry saying that something is too 
sophisticated, and I have to say, 'Wait 
a minute Would you mind going out 
and talking to the kids?' They're so 
sharp and so aware, that they won't 
go for the old cat and mouse chases 
that we've always done. 

"The electronic revolution has 
turned our lives upside down, and has 
changed the face of entertainment 
forever. Plus, it develops what I call a 
short attention span in kids. The kids 
today have so much to choose from, 
that you have to give them something 
new and exciting all the time. Some- 




thing different, something that's hap- 
pening right now." 
Enter Pac-Man. 

At an ABC network meeting two 
years ago, the idea was brought up to 
do a cartoon show based on an arcade 
game. "Pac-Man was the biggest 
thing in the world," reflects Barbera 
"And when it came up, the network 
said, 'Yeah, we'd be interested. Can 
you get the rights?' And I said, 'Let's 
go do it.' " 

Hanna-Barbera immediately be- 
gan the long months of negotiating 
with Bally/Midway Manufacturing 
Co., the owners of Pac-Man, for the 
rights. Once convinced that Hanna- 
Barbera was the right outfit for the 
job, Bally/Midway wanted to know 
what they were going to do with the 
character. 

And that is when the obstacles 
started cropping up like the ghosts on 
the Pac-Man arcade game. 

"Here's a videogame with comput- 
er graphics and electronic sound 
effects, and you have to take it out of 
that arena and create a totally dif- 
ferent arena. Creatively, the owners 
.wanted Pac-Man to be done 
exactly as in the arcade 
game, using the same 
characters that you see 
painted on the sides of 
the machine. 
We said that 
they wouldn't 
work, that 
they were 
:oo limiting and 
old-fashioned 
and they snorted, 
How dare you say that?' 
We argued that we had to 
translate and adapt the charac- 
ters so that they would work 
in a continuing series, so that 
they would work for us and 
for the network, and also for 
the owners. We had to 
please everybody." 
Once the rights were ob- 
tained, the first major stumb- 
ling block came from the 
F.C.C., that sometimes 
benign but often ty- 
nical ruler of the com- 
mercial air waves. The 
C.C. rules are very strict 
about television shows 
based on a product in 
ithe marketplace. If the ser- 
s is too much like the ori- 
ginal, the F.C.C. deems it 



PITSTOR 




You'll never make 
I Grand Prix champion just 
I driving in circles. 

You've got to stop 
I sometime. The question is 
I when. Right now you're 
I in the lead. But the faster 
you go, the more gas you consume. And the 
quicker your tires wear down. 

If you do pull into the pits, though, you lose 
precious seconds. So it's up to you to make sure the 
pit crew is quick with those tires. And careful with 
that gas. Otherwise, poof! you're out of the race. 



So what'll it be, Mario? Think your tires 
will hold up for another lap? Or should you 
play it safe and go get some new ones? 

Think it over. Because Pitstop" is the 
one and only road race game where winning 
is more than just driving. It's the pits. 

Goggles not included. 

One or two players; 6 racecourses, 

joystick control. 



\Eim 




STBATtGYGAMiS FOR THt ACTIOHGAMi PIAYER 




ith PAC-MAN tst, 




o o o o o o{_^> 



o o o o o 



The Pac- Family does what they know best. 

advertising. And that is a humungous 
no-no. 

Barbera remembers it all with a 
chuckle. "Once it was clear we were 
going to do Pac-Man, the first thing 
we had to do was to not do Pac-Man. 
The problem we faced was creating 
the same show as the game, but radi- 
cally different from the actual arcade 
game, so that it wouldn't be consid- 
ered advertising. We had to get com- 
pletely away from even the hint of 
commerciality. That's where we 
started. 

"We couldn't use the sound effects 
that everyone who plays Pac-Man has 



engrained in their brains. We had to 
simulate it to avoid advertising the 
game. See how easy they made it for 
us?" 

But it wasn't just the F.C.C. and the 
owners who laid down creative obsta- 
cles. The ABC network had their own 
stringent guidelines. 

"Next came Network's Programs 
and Practices," continues Barbera 
good naturedly, "and they said we 
can't show the eating of the characters 
on-screen. It's too violent. So, how do 
you do that when it's the central ac- 
tion of the game? We had to invent a 
new way of doing it so there is no pain, 
gore or violence. We did it with a little 
magic, where little bubbles pop up 
whenever they do that, and then 
they're immediately restored. They're 
not really human, you see." 

The actual creation of the show be- 
gan with the characters. 

"First of all you design the charac- 
ters themselves, the way they are 
going to look on-screen. We designed 
Mr. Pac-Man, a Ms. Pac-Man, and we 
created a Baby Pac, a Baby Pop-Pac, a 
Kitty Pac and all that stuff. 

"We then had to create a new Pac- 
Man world, with buildings and trees. 
We designed round buildings with 
round doorways because the charac- 
ters are round. We had to design what 




Mezmaron puts an evil spell on the Pacs. 



they eat and some kind of stress factor 
to keep the show moving. We used 
the ghosts from the game, who in our 
show are sent there by the heavy, who 
we created. What they want is simply 
to get the power pellets that Pac-Man ■ 
eats and give him his power. Now 
when you take the arcade game, there 
are these little electronic gimmicks 
going around. We took it out of that 
realm and created an entertaining 
piece of television without losing the 
ambiance of the game, and still made 
it work." 

The key to making any show work is 
personality. But how do you instill per- 



Inky, Btinky 8. Company 



to beat 



up to the ole Cobbler. 




WELCOME TO APSHAI. 
YOU'RE JUST IN TIME FOR LUNCH. 




Boy, have you taken 
a wrong turn. One moment 
you're gathering treasure 
and the next you're being 
eyed like a side of beef. 

You're in the Gateway 
to Apshaii" The new cart- 
ridge version of the Computer Game of the Year * 
Temple of Apshai.™ 

Gateway has eight levels. And over 400 dark, 
nasty chambers to explore. And because it's joy- 
stick controlled, you'll have to move faster than ever. 
But first you'll have to consider your strategy. 




Is it treasure you're after? Or glory? You'll 
live longer if you're greedy, but slaying mon- 
sters racks up a higher score. 

The Apshai series is the standard by 
which all other adventure games are judged. 
And novices will not survive. 

They'll be eaten. 
One player; Temple of Apshai, disk/cassette; 
Gateway to Apshai, cartridge, joystick control. 



wim 



smater&uasfw wf Anton-ami pimw 




sonality into a round, yellow, elec- 
tronic-eating graphic? 

"Once you've designed the charac- 
ters, you bring in all kinds of people to 
test their voices," reveals Barbera. 
"And you keep testing voices until you 
find the one that works. The voice for 
Mr. Pac-Man is, of course, Marty Ing- 
els, who's done a lot of work for us in 
the past. 

"The key to a voice is, if you're 
listening to it and it makes you smile, 
and it's kind of funny, it works. Some- 
times when we're casting voices, and 
we have the network people there, I'll 
just play a tape with a lot of voice tests, 
without any identification as to who 
they are. When we went by Marty's 
voice, everybody asked about it but, 
we kept going, and after we were 
done, someone said, 'Let's go back to 
that particular one. ' I knew that if I had 
told them the voice belonged to Marty 
Ingles, they'd immediately get a pic- 
ture of Marty in their minds, and that's 
who they'd be thinking of when they 
heard the voice. Now, Marty has a 
gravelly quality to his voice that's very 
funny. And that voice is what supplies 
character and personality to Mr. Pac- 
Man. Half of your success with any 
cartoon character is selecting the right 

The first season of the Pac-Man car- 



PAC-MAN 



toon series was a hit for ABC. And for 
Hanna-Barbera. The Pac-Man 
videogame didn't fair quite as well in 
the video marketplace. In an arena 
which has been glutted by hundreds 
of new videogames, all marketed in 
fiercely competitive ways, Pac-Man 
sales took a nose dive. 

"I don't know why it wasn't ex- 
pected," surmises Barbera sagely. "It's 
like I've said, the attention span of kids 
doesn't hold. What Pac-Man has 
going for it, is that it was one of the 
first to take off. It's solid, a corner- 
stone, but they've come up with all 
kinds of new games to grab the kids. 
I've seen a lot of the new ones, and I 
can't even describe them, but Pac- 
Man you know and understand ." 

Barbera admits that he subscribes 
to Electronic Games, in an attempt 
to keep up. "But when you go down a 
whole row of machines at the arcade, 
they're really all the same. So the 
problem is, with the arcade games, as 
with the cartoon show, how ao you 
sustain your audience?" 

ABC has ordered new Pac-Man epi- 



sodes for the 1983-'84 season, and 
Hanna-Barbera is geared up to deliver 
a second season. "The minute they do 
that, you know that they have confi- 
dence in you and you were successful. 
If they don't order new shows, the 
merchandising people disappear and 
all that marketing support that is so 
necessary to survival is gone. If you 
don't have that these days, you're in 
trouble. 

"Our problem now is how to keep 
the audience we've built up. We've 
recently introduced a Super-Pac char- 
acter and a smart aleck nephew, not 
exactly a Fonzie character, but smart 
and cool like all teenagers want to be. 
What you have to do, like with any 
television show, is keep evolving and 
creating new elements. You have to 
let the show grow with your audience. 
Our super hero Pac-Man character is 
the kind of guy who shows up to res- 
cue somebody and forgets why he's 
there. So we infuse a little comedy. 
You can't do that with the arcade 
game. They're limited by the virtue of 
their technology. We're not. So 
actually, we have an advantage." 

And if you judge the future success 
of the Pac-Man series by Hanna- 
Barbera's past success, it's possible 
that Pac-Man will enjoy a long run as a 
television star. G 



Barbera feels the cartoon progr 



grow with the times ai 




GIVE YOUR KIDS 
A LESSON THEY'LL NEVER FORGET. 




When kids have fun and learn at the 
same time, they're more likely to remember 
more of what they've learned. What's more, 
when they associate the two together— 
learning becomes an enjoyable activity. So 
they'll do more of it. 

That's the basic principle behind the 
Learning Fun Series from EPYX. 

FUN WITH MUSIC. PARENTS TAKE NOTE. 

Fun with Music'" is designed to appeal 
to both you and your children. It comes with 
a songbook and has two modes of play. In 
the first mode, you can enter songs from the 
songbook — or compose your own. Then 




play the songs back, adding or removing 
notes and changing tempo or key. Your com- 
puter is like a musical instrument with 
memory, and you see every note of it dis- 
played on your screen. 

The second mode lets you play your 
song in a fun-filled action 
game. You control a drum I 
major trying to touch the j 
notes before a small but 
pesky poodle catches up 
to him and slows down 
the parade. 

Either way, Fun with 
Music gives you and your 
whole family the perfect 
mix of learning and play 

FUN WITH ART. JUST PICTURE IT. 

Creating art on the video screen is one 
of the newest forms of "high-tech" play for 
kids. And adults, for that matter. Plus there's 
nothing to clean up afterwards. 

Fun with Art™ uses the computer and 
joystick to transform your TV screen into 
an artist's canvas with astonishing results. 
128 colors, numerous brush strokes, all 
kinds of geometric shapes, and special fill-in 
and magnifying options are some of the 
24 different modes and features available to 
create works of art never before possible. 

Fun with Art brings out the artist in 
you, no matter what your age! 

MORE LEARNING FUN ON THE WAY. 

These two are the first of an extensive 
series of Learning Fun games we have 
planned. Look for these, as well as other 
EPYX titles, wherever computer software 
is sold. 



LEARNING FUH SERIES. 




5200 VS COLECOVISION: 
A GAMER'S OPINION 

In your opinion, which one is better: 
the ColecoVision or the 5200? I think 
ColecoVision has terrible, cheaply- 
built controllers. They're much harder 
to use than I ntelli vision keypads. Col- 
ecoVision has another fault, too. If 
three objects are on the same Y-axis, 
one of the objects either flickers or 



almost disappears. For a third-wave 
system, I think ColecoVision is a joke. 
Ashok Penmatcha 
Taylor Ridge, IL 
Ed: Well, your opinion is obvious, 
anyway! As far as which system is bet- 
ter, it's purely a matter of opinion. 
Stay tuned for an upcoming feature, in 
which we'll evaluate the ColecoVi- 
sion against the 5200. . .one year after 
their releases. 

THE VCS AN ATARI PLOT? 

Please give us subscribers our 
money's worth by giving every VCS 



MYOUR X MAS GIFT CENTER 



QnlfNlMW (800)221-1977 

,=^^^^5 = 5=5 = === FOB INFORMATION CALL (212) 33J-5687 



w& 



COMPUTERS S5*™ CALL 






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PLEASE CALL F< 



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Pflfiafcoriic Shsip Woffl Pr«(twf frmt 

H.iach, , F^h-v UK- CjrtrK , B , C*nww kK 

^ CORDLESS . T„ M4 f ! 

''!:'■;''" A "° w^ljL 

5409.95*" %£. W, 



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WANTED! 



USED VIDEO GAME CARTRIDGES 

(for Atari 2600™ , Colecovision & Atari 5200' 

C.O.D. Pnone Orders Accepted 
Dealer Inquiries Invited 



JOIN OUR GAME CLUB 



Prices Quoted On Phone 



You MUST Send A 

Self Addressed Stamped 

Envelope To Receive Our 

Current Buying & Selling 

Price List 

Print Clearly. 



(212) 897-6100 



E0 GAME CARTRIDGES INC 
Dept. E. 63-56 108th Sir 



game a bad review. Everyone knows 
that behind every good review is Atari 
Incorporated and a load of money. In- 
tellivision and Coleco are more deserv- 
ing of better coverage. 

Anonymous 
Warner Robins, GA 
Ed: Intellivision and ColecoVision 
are systems with higher resident 
memories, but that doesn 't mean the 
VCS is a bad game playing machine. 
As long as our Reader Polls keep 
showing a strong interest in VCS 
game reviews, we'll keep printing 
them. If you'd rather hear about other 
game or computer systems, fill out the 
Reader Poll and let us know. 

GETTING IT STRAIGHT 

On page 50 of your September 
issue, you mistakenly showed Imagic's 
Dracula for the ColecoVision instead 
of the Intellivision version. Also, on 
page 103, you mixed up Space 
Dungeon and Kangaroo for the Atari 
5200. 

John Slupski 
Address unknown 

PANS INTELLIVISION JOYSTICK 

Thanks for the attention you've 
given to gourmet joysticks. One stick 
you didn't cover was the Mattel Tron 
joystick. I wish you had. My friend 
bought one because it looks good. It 
looks good, but that's all. The joystick 
just isn't responsive enough on many 
games like Adventures of Tron and 
Deadly Discs. 

Keith Cooke 
Stafford, VA 

COIN-OP STRATEGY HINTS 

In Atari's Star Wars, concentrate on 
hitting the Tie Fighters' bullets before 
going for the spaceships themselves. 




Try to stay in the inside lane as much 
as possible when playing Pole Posi- 
tion. This gives you more time to cross 
the finish line. 

Brent Busboom 

Reno, NV 

G 



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The Mother Ship can ricochet your own 
proton cannons against you. 



Buck Rogers, Planet of Zoom. 

Your one chance to defeat 

the toughest enemy of all. Time. 




f you've played Buck Rogers, Planet of Zoom in the arcades, you've had a 
taste of what space chase action is all about. Now maybe you're ready for 
something even better 

A home game that takes the arcade version and makes it even faster, 
more challenging, more fun. 

You'll battle your way through 3-D space. Maneuver through bullet-firing 
magnetic poles and alien saucers. Shoot it out with hopping droids and 
enemy fighters until you face the ultimate challenge, the mother ship. 
But time is not on your side. You have to be fast to destroy the mother 
ship. If you're too slow, kiss mother goodbye. 

Look tor Buck Rogers at your local store. But hurry. This is one 
game thafs realty moving fast. 



.sua 

The Arcade Winners. 






COLOR TV I 

OR 
MONITOR 1 




ATARI 

850 - 

INTERFACE 



■ By HENRY B. COHEN! 



This project began life as the "Ulti- 
mate Atari 400". It has grown into 
the ultimate computer game station. 
Although EG has previously designed 
equipment for gamers to drool over, 
(See "The Ultimate Gaming Gift", De- 
cember, 1982) it is the first time we 
enlisted the aid of a major manufac- 
turer to help create a totally new prod- 
uct. Lastly, we planned to feature this 
design concept in the December 1982 
issue but alas, as we kept on improv- 
ing, time was disapproving. Instead 
of compromising, we opted to reveal 
all in this month, instead. 

The station is the first computer 
center that is both compact enough to 
fit almost anywhere and is completely 
self-contained. Within its boundaries 
lies an extremely powerful (80K) color 
computer, a color TV, high-capacity 
dual disk drives, two speech synthesiz- 
ers, a light pen, a modem and tele- 
phone, a complete printer station, 
storage areas for 50 cartridges and 60 
disks, built-in lighting and a power- 
strip. The rolling cube, primarily de- 
signed for seating, is hinged at the top 
to provide 4 cu. ft. of additional stor- 
age. Amazingly, the entire unit is bare- 
ly 31 -in. wide. Now, before someone 
dies of curiosity, let's look at the com- 
ponents that made it all possible. 

The station is centered on an Atari 
400 outfitted with a Mosaic Select 64 
RAM cram, an Inhome Software B Key 
400 keyboard and a Microbits 
Peripheral Products Printer Interface. 
We selected these products, and all 
others, based on the criteria of price 
and performance. The Mosaic board 
provides the computer with a true 
user-addressable 64K of RAM. To 




Here it is in all its glory — the ultimate 
computer game station. Note how every major 
component is in easy reach for printing. 

achieve this, the unit features the trad- 
itional hard-wired 48K of memory 
and 16K of additional memory stored 
in four, 4K RAM banks. A simple poke 
command accesses these banks so 
that a total of 64K is available. 

The operating and I/O systems are 
left intact, and if added to the RAM 
provided by the Select unit, produce 
the 80K configuration, Installation is 
simple and straightforward. Often, it 
will be solderless, but some owners 
will have to solder depending on how 
closely Atari has trimmed the leads 
eminating from the motherboards. In- 
stallation of the B Key 400 keyboard is 



a straight Remove and Replace opera- 
tion although the ribbon connector 
used is troublesome to seat properly. A 
short circuit condition arose after 
several days of use when a jumper 
cable employed in the keyboard 
frayed its insulation. There won't be 
any problem if all jumpers used are 
well-insulated or clear the board by a 
fraction of an inch. A simple chip re- 
placement has the printer interface up 
and running within minutes. 

The Atari 400 was selected, because 
many of EG's readers currently own 
one, and the cost of the unit has be- 
come insignificant. If, however, you 
don't own an Atari computer and 
want to purchase one, we recommend 
the 800 as the place to start. It comes 
equipped with a reasonable keyboard 
and with 48K of on-board RAM, 
doesn't require retrofitting to provide 
countless hours of gaming and pro- 
gramming power and pleasure. At its 
current street price of $200.00, it is 
unquestionably the best buy in home 
computers. The Microbits Printer In- 
terface eliminates the need for the rel- 
atively expensive Atari 850 Interface 
but if you own an 850, forget we even 
mentioned it. The current cost of our 
modified 400 is $240.00 without the 
Microbits product, and about $320.00 
with it. With 800's priced so low, the 
choice is tough as the pure Atari prod- 
uct provides a better keyboard and a 
monitor output for less money, while 
the EG Atari 400 gives 16K of addi- 
tional memory but only an RF (TV) 
output. Either Atari computer, or most 
other small home computers, for that 
matter, will comfortably fit in the 
cabinetry, however, so if your interests 



THE ULTIMATE 



GAMING GIFT 

EG Engineers A State-of -the- Art 
Computer Gaming Station 



THE ULTIMATE 



lie elsewhere, don't leave us yet. 

With all that power available, 
there's no current Atari game that 
can't be played on this system. But to 
get those games up and running you 
really need a disk drive. Having au- 
ditioned several drives, including Atar- 
i's own 810, we selected the superb 
Percom RFD 44-S2. This is a dual 
drive, double side, double density sys- 
tem for the price-is-no-object crowd 



GAMING GIFT 

By now it must be obvious that EG 
intended to create a model system 
capable of performing virtually any 
task in the world of home computing. 
Given the high cost of many of these 
components, however, we are also 
providing many options along the 
way. You can get by with less RAM 
although 48K is the minimum EG 
recommends. The power of 700K of 
mass storage is unnecessary unless 




In this shot, note the paper shelves. With just a push and a flip they vanish. 



as the unit retails at discount for about 
$1000.00. Obviously you needn't go 
that far to play games, but if you are a 
programmer or crave convenience, 
this is the drive system of choice. We 
expect that Percom's other drives will 
prove just as desirable although we 
can't say for sure without hands-on 
experience. The unit comes with the 
OS/A+ operating system, a DOS de- 
signed for the almost 700K capacity of 
the dual drives. One particularly note- 
worthy feature of this new DOS is that 
it allows software configuration of the 
drives. The drives may also be set by a 
rear mounted DIP switch. 



you plan to program. The minimum 
requirement is a single sided, single 
density drive. 

And if you own an 850 interface, 
the Microbits Printer Interface is un- 
necessary. However, if you're starting 
from scratch, as we did, you might 
want to check out this unit and one 
other Microbit creation. Their MPP- 
1000 modem connects directly to 
joystick port #4 and does not require 
an 850 either. We could not actually 
test this unit because the modem must 
be inserted in the telephone line be- 
tween the body of the phone and the 
receiver. All our phones are of non-Bell 



origin and so we had to content 
ourselves with running the software 
only. Judging from the menu, it looks 
extremely powerful. Microbits has 
created communications software 
that emulates a great many functions 
of a "smart" modem. It simplifies up 
and down loading and contains nine 
buffers and a built-in editor to keep 
things humming along. By the time 
you read this, the company should be 
marketing a modem that connects 
directly to the phone jack. 

The only reservation we have about 
MPP products is the relatively high 
($200.00) list price of the modem. For 
that kind of money, a Hayes Smart- 
modem is within range. Unless you 
can get an MPP-1000 at a substantial 
discount, the value is questionable. 
But if you don't own an 850 interface, 
this is the only modem we know of 
that operates without one. 

To furnish the station with a work- 
ing modem, and to get a crack at the 
lowest cost unit around, Anchor Auto- 
mation supplied us with its latest 
product — Volksmodem. This is a 
super-low-cost device (retailing for 
about $65.00) that can service almost 
any computer. The trick lies in its oper- 
ating simplicity and the use of custo- 
mized cables. Two slide switches on 
the modem are user-operable. One 
selects half or full duplex operation, 
while the other is a voice/data switch. 
Tones generated by the modem aid in 
revealing operational status as the unit 
automatically selects the originate or 
answer mode. In use, the modem 
seems to work well and is simplicity 
itself to operate. It does not come with 
software and so the total cost of the 
package is variable. Still it is cheap, 
compact, and guaranteed for life. 

The Tech-Sketch LP-15 precision 
light pen is a miniature marvel and 
comes supplied with software. Just 
load the program, plug the pen into 
joystick port #4 and away you go. The 
program is the only weak link as it is 
written in BASIC and so is therefore 
slightly slow to respond. We prefer 
machine language programs which 
we are told are on the way. As of this 
writing the company has announced a 
line of improved software packages 
but even in their absence, we can 
totally recommend this unit. It isn't 
cheap since it lists at $139.95, but it 




When you play Congo Bongo 
ill die laughing. 

A funny thing happens when you play Congo Bongo, the new home game 
from Sega. In fact, a lot of funny things happen. 

You have to get to Congo, the mighty ape, before the jungle beasts get 
to you. Dodge falling coconuts as you scale Monkey Mountain. Shake the 
monkey from your back and chase Congo onto the lagoon screen. Then 
cross the water on the backs of hippos, lily pads and hunter-eattng fish. 
And do it all before Congo makes a monkey out of you. 
But watch your step - one slip and ifs off to hunter heaven. 
Congo Bongo. Straight from the arcade and into your home. 
Ifs more fun than a barrel of, well, monkeys. 



and VIC-ZO; Texas 
Instruments 99/4A " 
Intelllvislon- 



THE ULTIMATE 



GAMING GIFT 





Bl 


■Uf 






II 





is extremely good and worth the cost. 

As mentioned earlier, the unit has 
two speech synthesizers. Why two? 
Our favorite for the Atari computer is 
the Voice Box II from The Alien Croup. 
This is a seemingly simple little black 
box (retail is about $100.00) that 
thinks it's a printer. It plugs into the 
Atari serial port and talks through your 
TV's loudspeaker. It comes with two 
disks full of programs and can enter- 
tain for hours. Games, simple text to 
speech, and a wonderful moving face 
and singing program round out the 
package. The ease of running the unit 
will delight novices while program- 
mers will have a field day inputting all 
manner of craziness. Games that talk, 
faces that sing, and if you're good 
enough, perhaps a real test-to-speech 
program. But if you require the latter, 
the Echo Speech Synthesizer at 
$300.00 is for you. The unit contains 
its own amplifier and speaker and is 
easily connected to the 850 interface 
device. We prefer the Echo to its com- 
petition because it sounds a bit more 
human and is more easily understood. 

When it comes to printers, the best 
price/value combination on the mar- 



ket is the Gorilla Banana from Leading 
Edge, The unit is currently street priced 
at $200.00 and it works. Print quality, 
while not up to the standards of the 
best dot matrix units, is more than 
satisfactory. Built by Seikosha, a divi- 
sion of Seiko, it is a high quality unit 
throughout, If you crave an 80- 
column printer and can live with a 
moderately fast 50 CPS printing 
speed, buy the Banana. 

You may have noticed, in the illus- 
trations, a compact color monitor sit- 
ting in the cabinet. Well it isn't a moni- 
tor, it's a portable AC/DC 9-in. color 
TV marketed by Magnavox, We opted 
for this unit based on size, perfor- 
mance, appearance and price, The set 
now sells for about $270.00. That's 
higher than some "real" monitors, but 
it can be taken and played anywhere. 
Double duty is the key. Picture quality 
is particularly good and, with the 400's 
RF output, exemplary. The only draw- 
back to the set is relatively low bright- 
ness, but when you're staring at a 
screen all day, this may become a ben- 
efit. We recommend you try the set 
with a computer attached — its 
broadcast reception is ex eel lent — and 



then you can judge for yourself. 

Lastly, only a touch of modesty pre- 
vents screaming from the rooftops 
"we did it!" but the cabinet that 
makes the whole system work is no- 
thing short of stupendous. Engineered 
and built for this magazine by Wood- 
Rack Technologies, the yet unnamed 
EG Computer Station is a brilliant ex- 
ample of compactness, versatility and 
convenience. Wood-Rack is well 
known for its heavy duty construction 
and lack of visible hardware. Moreov- 
er the unit assembles without tools. It 
is simply fitted together. The result is a 
cabinet strong enough to endure any- 
thing even the youngest gamers can 
conjure up. This thing is a tank. More 
important, it's fitted with a sliding 
drawer for the printer, a folding table 
for paper reception, hidden wiring 
compartments for neatness, special 
storage racks for disks, and a fully pro- 
tected compartment for cartridges. 
Other touches you may miss include 
a blackened compartment for the 
monitor, a white roofed compartment 
for the printer and keyboard, wire 
storage units on the rear of the 
cabinet, optional casters for rolling the 
unit about and a spacious storage 
bench. There's even a turntable to 
facilitate adjusting the TV for max- 
imum picture quality. Actually the list 
goes on but you get the idea. While a 
firm price for the cabinet has not been 
established, it is expected to retail for 
$350.00, perhaps $50.00 more for the 
bench. 

While the unit is designed to house 
the specific equipment contained, it is 
also set up for maximum versatility. 
Most home computers will fit in with- 
out any problem, as will many small 
printers. The disk bay will hold two 
horizontal units or a cassette recorder, 
The paper shelf is strong enough to 
support additional disk drives or 
another computer, etc. 

So that's the 1984 edition of the 
ultimate computer station. Sugges- 
tions and comments are welcomed as 
we would like to continue this project 
until nothing conceivable can be 
added. If you are interested in the 
cabinet, contact Wood-Rack Tech- 
nologies at: (212) 768-3835 or 768- 
3861 and no, EG has no vested in- 
terest in this project other than the 
desire to better the breed, G 







• Pole Position II is engineered and 
-nanuteckired under license by Atar 
" ademark and © Namco 1982, 



ESMES1ISC 

What's Next for Games on Videodisc? 



By LES PAUL ROBLEY and BILL KUNKEL 



The dust kicked up by Don Bluth/ 
Cinematronics' coin-op smash, 
Dragon's Lair, hasn't even begun to 
settle — more likely, it is continuing to 
rise — and it's already time to start 
looking at what's coming next. 

Dragon's Lair was a curious success, 
right from the beginning. Certainly, 
heading into 1983, few industry insid- 
ers would have figured the "Next Big 
Arcade Came" to come from the 
bankrupt Cinematronics. The El Cajon 
coin-op company has been an invisi- 
ble, if revolutionary, entity in terms of 
industry recognition for almost a 
decade. 

Actually, Cinematronics introduced 
vector graphics to arcades with the 
seminal space shoot-out Star Hawk, 
and produced the cult favorite Space 
Castle. Alas, vector graphics were per- 
ceived as a "fad" among arcade taste- 
makers when games such as Zaxxon 
were taking the traditional rasterscan 
graphics to the limits. 

Cinematronics was left with a lot of 



vector monitors, however, and dog- 
gedly bucked the tide with a con- 
tinuing trickle of largely-ignored 
videogames. The wind-up seemed im- 
minent when Cinematronics went 
Chapter 11. 

Don Bluth, a former Disney anima- 
tor, was sitting around during all of 
this, buried in the ashes of his own 
major failure. Bluth and a few other 
Disney creative people left Uncle 
Walt's wing to try and fly on their own 
with the enchanting "The Secret of 
NIHM". The result, at the box office, 
was disastrous. 

So, of course, these two forces man- 
aged to intersect long enough to make 
videogame history. What else? 

In many ways, however, this 
seemingly haphazard fate is a lot more 
prosaic than it first appears. Who else 
but a company such as Cinematronics, 
on the ropes, slipping toward the can- 
vas with Mr. T waiting above just in 
case it did get up, dare produce a laser- 
disc-technology based coin-op? 



It is in the nature of laserdisc 
videogames that they will be "conver- 
tible", that is, the arcade owner will 
be able to buy a new disc, change the 
signs around, and, voilai, he's got a 
brand new machine. 

Convertible coin-ops have been 
pretty much an anathema amongst 
the coin-op giants. "It's the nature of 
our industry," explains a spokesman 
for Bally-Midway, "that we need to 
make every videogame a new 
machine. Aesthetically, we can create 
each new cabinet so that it offers uni- 
que lathework and, technologically, 
we can make the post state-of-the-art 
breakthroughs in sound and graphics, 
only by taking in major revenue for 
each new coin-op. These convertible 
coin-ops are generic videogames, they 
show mediocre graphics and warmed- 
over game ideas. That is not what this 
field needs." 

Yet Dragon's Lair is a whole new 
ballgame, In early showings, accord- 
ing to Replay magazine, arcades 



Cinematronics' Dragon's Lair was the first of the laserdisc games, but it has strong competiti 




boasting the then-hard to get Drag- 
on's Lair were up an average of $30 
per night on all videogames. The in- 
dustry has been virtually without a 
dominant title since Pac-Man. A look 
at the top 1 earners makes an arcader 
feel like he has wandered into the past 
— Calaga, Ms. Pac-Man and Mil- 
lipede represent some of the younger 
blood on the list! 

In the summer of '83, only Atari's 
Star Wars was in the same lair as our 
dragon, with the first animated 
videogame drawing attention in vir- 
tually every medium. It was an explo- 
sion a long time in detonation. 

Five years earlier, a designer named 
Rick Dyer had his AMS crew working 
on a concept for telling a story using a 
home videogame process with players 
making decisions that affected the 
outcome of the story. AMS completed 
several prototype storyboards on 
scrolls, which they took to Bluth. 

"A computer selected the correct 
scene on the scrolls," explains Bluth. 
"It was a very crude approach, and 
when I look at the process today it 
reminds me of a Rube Goldberg 
machine of the '80s. Nevertheless, we 
thought it a splendid idea in terms of 
marrying art with science, one which 
would not only help the sliding 
videogame market, but benefit the 
floundering animation industry as 
well." 



ESMESOH 

DISC 



It worked. Utilizing an industrial 
Pioneer Laserdisc (which Cinematro- 
nics had to wheedle from the ware- 
houses in which they remained, un- 
sold) the game offered rapid search, 
using a laser beam in lieu of an actual 
needle, allowing the beam to scan the 
entire record in order to bring up the 
scene that is the logical result of the 
player's action commands. There is 
still, of course, a slight time lag, but it is 
not an insoluble problem, and future 
games may circumvent it entirely. 

Ah, yes, future games. 

Bluth already has several projects 
under development. Space Ace in- 
volves a super hero who is reduced to 
an infant named Dexter by the evil 
"Infanto Ray" (shades of Flash Cor- 
don). In his child form, Dexter boards a 
spaceship and pursues the evil alien 
villain, a creature called Borf who has 
kidnapped his girlfriend and threatens 



to reduce all of earth to screaming 
infants. 

If the player, as Dexter, makes all 
the right moves, he gains points. Earn 
enough points and the screen will 
glow reddish, beeps will sound, and 
letters will say "energize." If the player 
opts to energize, he will turn back into 
Space Ace with only 1 2 seconds to use 
that form. Like Pac-Man, Space Ace 
can now meet even greater dangers, 
earning higher points. Or the player 
can remain as Dexter, pursuing a safer 
route and consequently earning fewer 
points. 

"Unlike Dragon's Lair, Space Ace 
will have a branching capability 
whereby players decide how they 
want to go through the game," 
announced Bluth. The branching ele- 
ment gives them the opportunity of 
becoming two different personalities. 
Again, the new game will feature a 
joystick plus an action button. 

"We tried to keep it simple this 
way," added Bluth. "If you make con- 
trols too complicated, the game loses 
its fun. Players should concentrate 
mainly on what they see on the 
screen." 

New techniques will also be em- 
ployed in the animation process. More 
multiplanes will be used (trucking 
shots present no problems with laser- 
disc), as well as actual miniatures for 
backgrounds a la Max and Dave Fleis- 




Which player is 
winging his way to victory? 



ATARI 



cher. Using a periscope camera in 
front of the model and dollying lateral- 
ly will impart an added 3-dimensional 
realism to the backgrounds. 

"We found we needed that kind of 
look to help players know when to 
react and size up what the danger is," 
added Gary Goldman, Don Bluth's 
animation director (Bluth's own studio 
is manufacturing the models.) 

Bluth foresees future breakthroughs 
with laserdisc interactives, some of 
which should appear in two year's 
time. One will be the ability to place 
the animation on any background de- 
sired, not unlike the travelling matte 
processes used on motion pictures. 
The backgrounds might be on a sepa- 
rate laserdisc and put together via 
computer, without the need for ex- 
pensive matting. We may even come 
across games whereby a move to the 
right would invite a totally different 



EMS OK 

DISC 



upfront for the license, with plans to 
couple their ColecoVision game con- 
sole to a home laserdisc player. Coleco 
is supposedly on the brink of develop- 
ing a disc player attachment that will 
hook into their unit for approximately 
$1 50 or less. It should utilize the same 
digital joystick controller and action 
buttons featured on the keypad. 

According to Goldman, the home 
version will contain the same anima- 
tion graphics used in the present 
arcade format, since no picture in- 
formation or memory losses occur in 
disc translation. The actual disc player, 
though, may be stylus rather than las- 
er to reduce cost. The game won't be 
available until next year — the main 
reason — so it doesn't compete with 
arcade owners trying to recoup invest- 
ments made on the coin -op. Coleco 
has also purchased first right of refusal 
for future Bluth games produced 




adventure. Or, the ability will exist to 
move the figure regardless of the ac- 
tion or threat. This would obviously 
increase the illusion that the player has 
total control of the animated char- 
acter. 

"There can never be total control 
with laserdisc," cautioned Goldman, 
"or any videogame that's out there 
now. It's only the illusion of total con- 
trol which we hope to increase in the 
future over the present game. In 
Dragon's Lair, our basic approach was 
to entertain, to capture an audience's 
imagination. By being the first one out 
there and possessing the quality of 
graphics it has, I think Dragon's Lair 
has excited that audience. It's also 
forced game manufacturers to look a 
fittle differently at the future of elec- 
tronic gaming. 

"What we offer is a 'window of the 
future', a means by which gamers can 



In Bally Midway's Astron Belt, gam- 
ers will find an interesting blend of 
videogame graphics and film footage. 

play movies. Down the road, I think 
we'll see more film companies 
approach videogames via their own 
film productions. Rather than take the 
character from a film and create a 
game around it, they will take the 
movie and at the same time produce a 
game based on the actual live-action 
or animation from the film." 

A home version of the current Drag- 
on's Lair is underway at Coleco In- 
dustries. The top selling game manu- 
facturer paid an incredible $2 million 



under the Starcom banner. Success in 
the homes once again depends on the 
consumer's investment in videodisc 
hardware. 

Naturally, a sequel to Lair is already 
in the works, this one using a 
motif, in which the player battles the 
knight, Dirk the Daring, by manipulat- 
ing the various menaces he confronts. 

Bluth and Cinematronics aren't the 
only ones involved in laserdisc coin- 
ops, and the home rights to same. Bal- 
ly/Midway recently jumped into the 
fray by acquiring Sega Enterprises and 
their laserdisc game — Astron Belt. 
After many changes, Astron Belt, a 
multiple-scenario shoot- 'em-up, fea- 
tures actual miniature film footage. In 
this fast-paced game, the arcader's 
spaceship battles the bad guys in outer 
space, within space station tunnels, 
and between canyon walls, as well as 
strafes ground targets. 



With the new joy-sensor™ 

controller and JOY«SENSOR for 

Colecovision the action 



\ ^ 1 



■ 





TOUCH OF SU( 



JOVSEnSOR 




Available at sears," Service Merchandise 
and other fine stores 



According to Jim Jarocki, of Bally, 
there are some basic differences be- 
tween Astron Belt and Dragon's Lair. 
For one thing, the gamer will have 
complete control of the ship through- 
out the game. Because the computer 
doesn't branch to other scenarios ev- 
ery few seconds, there aren't any 
blackout screens. 

Another difference has to do with 
the first seconds of play. "In Drag- 
on's Lair, you can get wiped out in a 
couple of seconds," Jarocki says. "In 
Astron Belt, we added a timer — you 
can think of it as a 'protect-your-life' 
feature. For the first 40 to 60 seconds, 
the gamer's spaceship is automatically 
replaced if it's destroyed. It's sort of 
like playing with an infinite amount of 
ships." 

The ultimate evolution of laserdisc 
games, as alluded to earlier, may well 
be in the home. With the restrictions 
of coin-op games being so great, espe- 
cially in terms of maximum time, think 
how much more freedom the home 
medium would provide. 

The average filmmaker shoots 
much more actual footage than is ever 
seen on the screen. How easy it would 
be to shoot alternate plot develop- 
ments as a film is in process — players 
could actually be Luke Skywalker or 
Indiana Jones, and film companies will 
have yet another format in which to 
sell their wares. 

Whatever may lie ahead for the in- 
teractive videodisc game, it is certainly 
all smiles right now. Dragon's Lair has 
the interesting distinction of being the 
only coin-op ever to be set, standard, 
at 50 cents per play, and still hit big. 

With arcades alive again with the 
sound of tokens, tinkling merrily into 
coin boxes, gamers can get ready for a 



CMS OH 

DEC 




Among the over 40 laserdisc screens 
in Bega's Battle is this cityseape. 
Note the superimposed graphics, 

deluge of videodisc coin-ops from 
some of the smaller companies. 

Obviously working on the philoso- 
phy that "when you ain't got nothin', 
you ain't got nothin' to lose", Exidy 
has jumped back into the videogame 
business with Crossbow, a less car- 
toonish adventure utilizing a mass 
solid state memory system with no 
moving parts. 

Crossbow utilizes greater player- 
game interaction, according to Exidy's 
promotional releases, than a game 
such as Dragon's Lair which offers 
joystick directed movement and a 
single button to inaugurate particular 



action — such as letting fly with a 
salvo of arrows. 

Exidy promises eight scenarios for 
Crossbow, with no "dead spots" while 
the laser searches for the correct 
position. 

Data East, meanwhile, kings of the 
generic videogame and the creators 
of both BurgerTime and Bump 'N' 
Jump, are also entering the laserdisc 
sweepstakes with a new coin-op dub- 
bed Bega's Battle. Utilizing over 40 
interactive, disc-generated screens for 
background and P. C. -created charac- 
ters as foreground player/object sur- 
rogates, this title pits the arcader, as 
the powerful Bega, in a battle against 
those ever-popular "dark forces" in- 
tent upon ravaging and subduing 
mankind. 

The future for videodisc games is, 
obviously, now. A major battle is 
being waged on the arcade floors, and 
neither side can be called "dark for- 
ces". Will the laserdisc prove a fad, a 
flash-in-the-pan, yesterday's papers 
tomorrow? Or might they, instead, 
overwhelm and dominate the coin-op 
universe with their breadth of poten- 
tial subjects, forevertoppling the com- 
puter-generated image from its perch 
at the top of the hill. 

More likely, however, is the fact 
that laserdisc-technology will become 
part of the overall videogame matrix. 
Already, in the home market, laser- 
disc's such as "Murder, Anyone?" and 
"Many Roads to Murder" can be play- 
ed simply through digitized access to 
numerous scenarios, sans computer. 
More than any other industry, 
videogames have displayed a 
tremendous willingness to evolve with 
the introduction of new, augmented 
technology. Q 




Bega's Battle, by Data East, pits the gamer (as the powerful Bega) against the evil powers intent on destroying mankind. 








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A great visual concept in video 
games-play by yourself or team 
with a friend to brinp home to earth 
tour ships loaded with vital supplies. 
Enemy aliens have blockaded your 
route, so you must flash through 
a mine-filled asteroid belt to avoid 
detection. You steer and shoot from 
your ship's nose-cone command 
post as the universe rushes past 
your eyes! 



One or two players compete to 
guide Sewer Sam through 
myriad mazes of danger-filled 
tunnels searching for. . . beep, beep 
beep . . . three enemy submarines that 
have invaded the city's sewer system. 
But watcti out for subterranean 
dangers, as Sam dodges and shoots 
snakes, crocodiles, bats, rats, web- 
spinning spiders, and more! Enough to 
make even the stout-hearted shudder. . . 
as Sam searches through wet and dry 
tunnels for the ultimate showdown! 



INTERPHASE ACTION PACKED VIDEO GAMES ARE NOW 

AVAILABLE FOR COLECOVISION ADAM. COMMODORE 64, 

ATARI, MSX, AND INTELLIVISION1 






€GGOQ, 



By LISA HONDEN & BILL KUNKEL 

Pity the poor European electronic 
gaming enthusiast!!! 

While North American arcaders 
wrestle with problems no more serious 
than a temporary shortage of Col- 
ecoVision cartridges or Commodore 
64 software, our game-loving cousins 
across the Atlantic must hurdle much 
serious — and basic — obstacles 
that stand in the way of their enjoy- 
ment of the world's fastest-growing 
hobby. 

The information gap between the 
U.S. and the Continent is the main 
trouble. Most Europe-based electronic 
gamers lack access to the majority of 
the hardware, software, peripherals 
and accessories which we take for 
granted. 



EEESiH 




KSaXttBSEK.'SES: 



(DNTIH 



Those who are lucky enough to own 
home systems paid through the nose 
to get one. The 450,000 West German 
families who own Atari 2600s shell- 
ed out an average of 400 Marks 
(roughly $200) for their machines. 

The software situation isn't much 
brighter. In-store game demonstra- 
tions are virtually unknown in the 
large department stores which do 
most of the home arcade retailing. 
Strong networks and user groups have 
sprung up to fill this data vacuum. It 
isn't unusual for a gamer to demon- 
strate an entire collection to a fellow 
enthusiast. Needless to say, word-of- 
mouth is the quickest route to popular- 
ity for a new title. Not only can't gam- 
ers see what they're buying in the big 
stores, but a prospective customer 
must know the title's stock number 
before walking in the door! (And if you 




think home arcading is rugged on the 
pocketbook, German coin-ops top out 
at a world-high average of $1 per 
playl) 

Here is a rough breakdown of game 
and computer system ownership in 
Germany, a fair index of how things 
are* progressing in at least one 
videogame-entranced European 
nation: There are approximately 
1 00,000 VIC-20s (Commodore has al- 
ways sold well in Europe, even when it 
was failing in the U.S. a few years 
back), 100,000 Intellivisions and the 
previously-mentioned 450,000 Atari 
2600s. 

As of this writing, not one German 
gamer has a ColecoVision wired to his 
TV. And you think you've got it rough. 
Ha! 

A major fly in the arcading ointment 
"over there" is the format for Euro- 
pean television broadcasting. Since TV 
viewing hours begin at 5 p.m. and end 
at 1 a.m., family members can be 
found fighting for either the switch 
box or channel changer in a true 
death struggle for video supremacy. 
Videogames are cutting into the typi- 
cal European family's long-established 
pattern of enjoying purely passive en- 
tertainment at certain, proscribed 
periods. 

What do German, French, Italian, or 
Scandanavian arcaders who want to 
know what's going on do? Well, one 
beacon in the mirk has been the licens- 
ing of Electronic Games magazine in 
several European markets by a variety 
of publishers. 

France, for example, has Tilt!, an 
interesting look at the gaming scene in 
that country. Germany, however, has 
what is probably the finest European 
gaming publication, Tele-Match. 



STRATEGIE 




UNDTAKTIK 

VonFUANKTETROja 



This is Germany's "Strategy Session". 

Tele-Match has modelled its struc- 
ture very closely on EG's modular 
approach, using as many translated 
articles as fits that market place's 
readership, and gobs of the same 
gorgeous artwork EG readers enjoy 
each month. T-M is published month- 
ly and presently uses about 10 full- 
time staff writers. 

The differences between EG and its 
European cousins are often more en- 
lightening than the similarities. Some 
use rather risque pin-ups, ads are 
styled for the native culture and Tele- 
Match finds that cartoon characters 
work better than the established 
videogame characters such as Pac- 
Man and Q'Bert. 

Even more licensing deals will be 
announced soon. It is not impossible 
that before long EG will be appearing 
in every language known to man. Or, 
as we like to say: wherever e" ' 
gaming goes, can 
EG be far behind? G 



€hlfl 



own to man. ur, 
erever electronic A 



Europe 

Joins 

the 

Game 

World 



•- 



COMPUTER GRininc 



50 ■ SOFTWARE SHOWCASE 
58 ■ ARTICLES OF WAR 

62 ■ PASSPORT TO ADVENTURE 

63 ■ THINK TANK 

64 ■ ELECTRONIC PRESSBOX 



SOFTWARE 



SHOWCASE 



ORC ATTACK 

Thorn EMU Atari/cartridge 

Some highly unusual mechanics 
spice this contest in which the player 
must defend the ramparts of a castle 
against a host of ravening ores and 
their various supernatural allies. The 
besieging force has decided to go all- 
out in its assault, and the harried de- 
fender will have to use the three main 
weapons — rocks, swords and burn- 
ing oil — quickly and effectively to 
keep the subhuman warriors from rac- 
ing up their scaling ladders to over- 
whelm the imposing stone fortress 
that fills the entire play screen. 

The well-drawn defender zips back 
and forth across the top of the screen 
on the battlements in response to the 
joystick. He moves at a fairly rapid 
pace, however, so that it is necessary 
to press and hold the action button to 
slow him down enough to make accu- 
rate aiming of missiles directed at the 
s possible. Before the player's on- 
screen character can do anythir 
deter the advancing army, he must g 
a weapon by visiting the caches lo- 
cated at the extreme left and right 



edges of the display. Once armed with 
a rock — the usual weapon — he can 
drop it on the ladder-climbing ores be- 
low, slowing their progress up the 
wall. Since there are many ores and 
only one defender, the player must 
rush hither and yon, making split- 
second strategic decisions on the fly 
and not forgetting to watch out for 
sneaky ninja ores which don't even 
need ladders to climb the wall. 

If the ores do get a ladder built that 
carries one to the battlements, the 
program automatically gives the de- 
fender a sword instead of a rock the 
next time he rearms. As the ore tries to 
stab the defender with a dagger, the 
player's man can swipe at the loath- 
some creature with the swod. Pulling 
the handle straight toward the arcader 




causes the defender to make an espe- 
cially strong cut with the blade. Too 
many of these tiring strokes weaken 
your man, so they must be used with 
some restraint. 

The burning oil is a clever device 
used to end each wave of attack. 
When an oil flash appears, dropping it 
on the attackers causes them to burn 
up entirely, clearing the way for 
another assault at a more challenging 
level of difficulty. And when even 
those crossbow-firing savages fail to 
strike terror in the player's heart, look 
out for the spell-casting wizard, repul- 
sive stone warts, and the demon trolls 
which appear in a tower of flame. 

Ore Attack's greatest strengths are 
its clever graphics, distinctive play- 
action and entertaining premise. It can 
also be a tiring game, one that most 
home arcaders will not want to test 
their mettle against too many times in 
a row. It's great fun to play as a 
change-of-pace from other, more 
standard action games, though, and 
strongly recommended to Atari com- 
puter-owners for that reason. 

(Steve Davidson) 

TROAAPERS 

Avant-Carde Creations/ Apple ll/48Kdiik 
I Pity poor Arnold Strump. Life is, at 
| best, a dog-eat-dog affair for the man 
from the animal pound, and now he's 
got a knee-shaking problem in Trom- 
pers. Mr. Strump's shortwave radio 
hobby has gotten out of hand; his gear 
: is sending out an intergalactic wel- 
come that has residents of the planet 
Tromp streaming toward our little 
I world. 

1 The computerist uses the joystick to 
I move Arnold Strump (rendered in 
clean linework) back and forth across 
the bottom of the screen. One-crea- 
ture flying saucers enter the display 
near the upper left corner and skim 
across the screen to leave by the oppo- 
I site edge. At some point, the cute little 
I tromper inside will abandon ship and 



IWASA 




MIDWESTERN YOUTH TELLS 



BROUGHT HIM BACK 
FROM A LIVING DEATH. 

"IT GOT SO I COULDN'T LET GO," con- 
fesses John Carlson of Hickory Falls, Iowa. 
"My hands were welded to my joystick 24 hours 
a day. Blisters covered both my thumbs, my 
wrists ached, my eyes throbbed . . ." It had 
started as mindless play for young Johnny. But 
now it was turning his 



■ mind to green jelly. 
:i mF Finally, concerned 
\ ••♦^'k IB relatives decided to 
MHSfqdB ^P seek help. Johnny 
JT W ^ H remembers: "I'd 
passed out after 63 
million points— I 
forget which game. 
When I came to, I 
saw a personal com- 
puter in my room, 
with an Infocom game in the disk drive. I just 
sat there, numb, staring at the words on the 
screen." 

Then— the revelation. "There was like this 
voice inside the computer, talking to my imagi- 
nation. Suddenly, I was inside the story. I'd 
never experienced anything like it— challenging 
puzzles, realistic people, true dangers. Infocom 
had plugged into my mind, and shot me into a 
whole new dimension." 

"Sure, I still play video games. But now I 
know there's more to life than joysticks." 

Johnny's folks agree. "We've got our boy 
back," says Mrs. Carlson, "thanks to Infocom." 
We can't save all the Johnnies. But many can 
still be reached through the remarkable prose of 
such Infocom games as ZORK* DEADLINE, 1 " 
The WITNESS,™' INFIDEL™ PLANET- 
FALL 1 ;" and ENCHANTER.™' So please- 
before its too late— step up to Infocom. All 
words. No pictures. The secret regions of your 
mind are beckoning. A new dimension is in 
there waiting for you. 

(For more information on Infocom games, 
contact: Infocom, Inc., P.O. Box 85;>. Garden 
City, NY 11530.) 

inFocom 

The next dimension. 



try to land on the surface. Arnold must 
catch these space visitors with his net, 
either on the fly or after one or more 
bounces. 

The trompers arrive in waves of in- 
creasing .size, first three, then five, 
seven and nine. Wiping out an entire 
wave earns the player an extra life 
up to a maximum of nine. Getting 
through a complete round — that 
would mean catching a total of 24 
creatures — starts a fresh series- 

This isn't a very challenging game, 





even when person-holes are added 
(on level #3). It's hard to see how 
Trompers could hold many terrors for 
electronic gamers weaned on the likes 
of Repton and Shamus. On the other 
hand, its undeniable charm and 
straightforward simplicity make 
Trompers one of the best kideo disks 
on the market. It's too bad that Avant- 
Garde's packaging, further undercut 
by skimpy documentation, doesn't call 
this aspect of the game to the atten- 
tion of prospective buyers. While 
adults are apt to find Trompers slightly 
tricky rather than genuinely mind- 
stretching, it appears to be a psycho- 
logically sound choice as a vehicle for 
introducing youngsters to the pleasure 
of home arcading. 

Pre-teeners will like the theme with 
its humorous overtones, and their 
folks will probably appreciate the de- 
emphasis on violence and shooting, 
Give the publisher a gold star for 
addressing the needs of the youngest 
gamers, with a couple of demerits for 
not making sure the gaming public 
would get the message. 

(Arnie Katz) 

ARCHON 

Electronic Arts/Atari/48K disk 

The forces of Light and Darkness 
square off in mortal combat in a quest 



campuTER GRminti 



to control an ever-changing playfield 
in this fascinating contest that borrows 
elements from sorcery, mythology, 
and chess. 

The ultimate object of Archon is to 
place a game icon (a character repre- 
senting either the Dark or Light side) 
on each of the five power points sym- 
metrically placed on a checkerboard- 
like playfield. The army of Light, under 
the guidance of the wizened old 

Izard, consists of knights, amazon 
irchers, unicorns, valkyries, golems, a 
phoenix, and a djinni. The Sorceress 
commands the Dark Forces, an intimi- 
dating crew made up of goblins, ban- 
shees, trolls, manticores, basilisks, a 
shapeshifter, and a dragon. Each side 
is slightly different, but with equal 
might. 

The innate skills of the individual 
"soldier" influences the way each icon 
moves across the black, white, or gray 
squares (banshees can fly over occu- 
pied squares, while goblins are more 
earth-bound). The particular charac- 
ter's abilities influence how far it can 
move, which direction it moves in, and 
the sort of attack mode it uses when 
challenged for the rights to a square. 

Unlike chess, having the "domi- 
nant" piece does not automatically 
guarantee possession of a square. The 
idea behind Archon is that even the 
lowliest of character types can win a 
battle, given a little luck and a lot of 
skill. In this game, whenever one char- 
acter challenges another for squatting 
rights to a square, the territory in dis- 
pute enlarges to encompass the entire 
playing screen, and the two "game 
pieces" pit their unique abilities 
against each other in a fight to the 
finish. The survivor keeps possession 
of the square — for the time being, 
anyway. 

An example of the types of attack 
modes the characters use is the evil, 
wailing Banshee. To damage an 
opponent, the spirit must get close 
enough to catch her enemy in a pierc- 
ing cloud of sound. The virtuous 



Knights depend on theirtrusty swords, 
while the unicorns hurl small missile 
weapons. 

An important factor influences the 
actions of Light and Dark alike — the 
ever-shifting color of the squares be- 
neath the armies' feet. While some of 
the black or white squares remain 
fixed in theiroriginal shades, many key 
squares cycle through hues of black, 
white and gray in a predictable, fixed 
pattern. The color of the square an 
icon stands on influences the outcome 
of any combat it engages in. 

If a character stands on a square of 
its own color (Dark on dark or Light on 
light), the icon draws extra strength 
from the territory and has a longer 
lifeline in battle situations (the lifelines 
of respective combatants are shown 
at the sides of the screen during the 
battle sequence; the longer the life- 
line, the more injury a character can 
sustain without dying). Characters 
forced to do battle for a square of the 
opposite hue have a distinct disadvan- 
tage. Gray squares offer varying de- 
grees of protection. The color-shifting 
squares cycle slightly with each turn, a 
strategic challenge considering that 




ARCHON {ELECTRONIC ARTS) 



three of the five power points are lo- 
cated on unstable territory. 

The Wizard and the Sorceress begin 
each game standing on power points 
that match their own color (well, 
almost. . .the forces of Light are 
actually yellow, while the Dark side is 
blue). Each mage has the ability to cast 
up to seven different spells, each 
affecting the game in a different way. 
For example, magic can be used to 
"heal" a wounded icon, "revive" a 
dead one, or "teleport" a character to 
a different square. Each spell can be 
used only once per game. 

In its two-player variation, Archon is 
one of the most satisfying, innovative, 
mentally stimulating games available 
for the Atari computer. Its one-player 
option, which pits the gamer against a 
computer opponent, is a bit too hare 



for the average player, though. In this 
option, the only way to win is to con- 
vince the computer that you're an 
idiot by making stupid moves at the 
start of the game. Then, when it lets 
down its defenses, go in for the kill. To 
beat the computer, players have to 
learn to shoot diagonally'. 

Archon is a beautifully crafted game 
that pleases both the mind and the 
body. To win, both its strategy and its 
action elements must be mastered. 
The graphics and animation are good, 
as are the sound effects that accom- 
pany each character's movement. 
And, as with all of Electronic Arts' re- 
leases, it's attractively packaged in a 
record album-box, with detailed, well- 
written instructions. Chalk up another 
winner for Electronic Arts — and 
Freefall Associates. 

(Trade Forman) 

CLIPPER: AROUND THE 
HORN IN 1850 

PDI/ Atari /32K disk 

Every so often a software manufac- 
turer releases a new title that makes a 
wave in the endless stream of look- 
alike shoot-'em-ups and cute maze- 
chases. Program Design, Inc., the 
company that produced the Arcade 
Award winner Moonbase lo, has done 
just that with Clipper: Around the 
Horn in 1850, its new offering for the 
Atari computers. What makes Clipper 
so noteworthy is its overall concept 
and design — a narrated game simula- 
tion with three screens that is not only 
entertaining, but also an education in 
sailing and its history. 

At the outset of the program, the 
gamer chooses one of 10 available I 
19th Century clipper ships to captain 
and sail from New York to San Francis- 
co via Cape Horn. Because each vessel 
has its own characteristics, the gamer 
must outfit each voyage differently. 
Even in the same ship, a different man- 
ifest may be required because of fluc- 
tuations in the cost of provisions and 
the amount of money on hand in the 
treasury. 

The gamer outfits his clipper by en- 
tering the number of crew members 
he or she wishes to hire and the 
amount of cargo and provisions the 
ship intends to take on. All the in- 
formation is entered using the joystick 
and the fire button. (That's "user- 
friendly".) Once the gamer has outfit- 
ted the vessel, the race around the tip 
of South America begins. 

Don't get the idea, though, that it's 
clear sailing. 



Sail Around 
Cape Horn, but 
Watch out for 
The Reefs, the 

Icebergs, and 
The Crew! 



Two screens display the ship's log- 
book and a map of the western hemi- 
sphere. However, most of the time the 
player will use the main screen, which 
shows the bridge of the clipper and 
provides four important readings. 
Proper usage of these readings is 
absolutely essential if the gamer 
doesn't wish to run aground or get lost 
at sea. (If either happens, a news clip- 
ping relates the sighting of the ship- 
wreck and the loss of all hands.) The 
readings, from left to right, are: the 
percentage of unfurled sail, the clip- 
per's position in longitude and lati- 
tude, the vessel's heading and speed, 
and the wind's direction and speed. 






CLIPPER (PDI) 



Fortunately for us landlubbers, the 
game designer, John Bayes, provides a 
build-it-yourself compass with the 
program . 

Perhaps not so fortunately, he has 
also filled the oceans with uncharted 
reefs and maverick icebergs — oh, the 
sound of splintering wood! In addition 
to those dangers, the crew may be- 
come ill or decide to mutiny. If they do 
mutiny, the captain has the option of 
putting some or all of them in chains. 
There are also other dangers calcu- 
lated to convince gamers that sailing 
the Seven Seas is a little tougher than 
floating a rubber ducky in the bathtub. 

As if the program itself weren't 
enough to satisfy most gamers, PDI 
added an optional voice cassette to 
the simulation. If the gamer elects to 
use it, it entertains with traditional sea 



chanties, gives advice from an ex-cap- 
tain, and threatens with a crusty 
pirate. 

All in all, Clipper is an entertaining 
simulation . But don 't allow the lapping 
waves to dull your judgement be- 
cause that sound and the sound of 
seagulls usually means there's a reef 
right ahead. Hard to port! Lower that 
sail! 

(Vincent Puglia) 

TUBEWAY 

Datamost/ Apple II/48K disk 

It isn't always easy to fathom the 
actions of the governments of Earth's 
nation states, so it isn't altogether sur- 
prising that aliens from another uni- 
verse go about things in a somewhat 
different fashion than we do. As the 
pilot of a space scout, you encounter 
hard evidence of the truth of this 
observation in the form of the Tube- 
way, a vast construction hanging in 
the void. Some force locks your craft 
to the rim of the vast geometric form 
as an invasion fleet swarms out of the 
hyperspace warp located at its center. 

Although this perimeter shooting 
game is playable with keyboard con- 
trols, it reaches its true potential when 
the gamer employs a paddle. Use the 
knob to make your shooter skim along 
the edge of each of 32 progressively 
more difficult geometric playfields. 
You can shoot at the four different 
types of aliens by hitting the paddle's 
action button. Needless to say, they're 
firing back, too. There is also a fierce 
creature known only as the Destroyer 
which inhabits the square cage found 
in the lower left-hand corner of the 
display. When the shortening vertical 
line on the right side of the screen 
disappears, the Destroyer breaks out 
of its cage and sails over to the Tube- 
way. The player's shooter is complete- 
ly vulnerable to the Destroyer and 
must avoid all physical contact with 
the ameboid attacker. 

The only defense against the De- 
stroyer — and the only way of elim- 
inating attacking aliens who man- 
age to gain a perch on the tubeway's 
rim — is to take advantage of the 
Super Zapper. When the timing line 
indicates that it is active, the Super 
Zapper starts to travel around the 
tubeway, one small segment at a time. 
If the player fires the shooter when it is 
on top of the lit segment, everything 
on the rim, including the Destroyer, 
goes poof! In fact, one type of attack- 
er, dubbed the "Five", is worth 500 
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per, but only five points if eliminated 
by a blast from the shooter. 

When you totally eliminate all the 
aliens on one screen, a new geometric 
figure takes its place. The gamer starts 
with a supply of three shooters and 
receives a reinforcement every time he 
tallies 20,000 points. Attaining this 
plateau also sets off some visual 
pyrotechnics on the screen. David 
Arthur Van Brink, creator of this 
magnificent target contest, went a bit 
overboard here, possibly in reaction to 
the scant notice most other games 
take of such mighty achievements. 
The graphic fireworks play such tricks 
with the screen that it is very, very 
hard to concentrate on the business at 
hand — blasting aliens. More than one 
home arcader will immediately lose 
that hard-won extra ship. 

Completing a playfield without loss 
of a shooter earns a bonus. It's worth 
500 on the first level, 1 ,000 points on 




TOBEWAY (DATAMOST) 



the second, ana then rises by incre- 
ments of 500 points until it tops out at 
2,000. 

The similarities between Tubeway 
and Atari's coin-op Tempest are ob- 
vious and undeniable. Yet Tubeway is 
not a mere clone of the quarter- 
snatcher. For instance, the attackers 
do not just advance toward the rim up 
the narrow channels, they actually ro- 
tate from pathway to pathway during 
flight, keeping the situation from get- 
ting too predictable. The presence of 
the Destroyer and Super Zapper also 
add an extra dimension to play, and 
put a great premium on finishing off 
each playfield as rapidly as possible. 
Think of Tubeway as being in the same 
gaming genre as Tempest rather than 
an outright copy and you'll have the 
general idea. 

The graphics are surprisingly good, 
especially in light of the limitations of 




COMPUTER GRminG 

rasterscan television technology. (Re- 
member, Atari used a vector graphics 
monitor with Tempest.) Each field 
flashes a rainbow of colors when it first 
appears, but it then reverts to a pur- 
plish monochrome. Well, at least the 
one-color design is a tad easier on the 
eyes during the heat of play, which 
can get mighty frenetic once you've 
conquered the first few, relatively 
easy, levels of play. 

Tubeway is a fine game that pre- 
sents a play mechanic that has not 
been used much in the videogame and 
computer game arenas as of yet. It is 
therefore bound to be of particularly 
great interest to fans of action arcade 
programs who want to test their abili- 
ties is an unusal setting. Highly rec- 
ommended. 

(Arnie Katz) 

SAMMY LIGHTFOOT 

Sierra On-Line/ Apple II/48K disk 

Before jaded members of the joy- 
stick jury start groaning about 
"another (expletive deleted) climbing 
game", it must be said that Sammy 
Lightfoot is both beautifully program- 
med (by Warren Schwader) and sur- 
prisingly different from the other 
climbing and jumping extravaganzas 
that have caught game-dom's fancy 
over the last 18 months. 

Sammy Lightfoot is a circus acrobat 
whom the player must guide through 
a three-screen obstacle course using 



the joystick. There are 12 skill levels for 
each scenario. If Sammy survives the 
gauntlet with a whole skin, the pro- 
gram automatically jumps to the next 
hardest setting. Displaying a touch of 
subtlety that's missing from too many 
disks these days, Schwader increases 
the challenge at each level without 
falling back on the simple expedient of 
just upping the speed of events. In 
Sammy Lightfoot, most of the added 
difficulty comes from additional nui- 
sance obstacles and added complica- 
tions in some of the tasks the acrobat 
must perform in order to pass his 
audition. 

Holding down the action button lets 
Sammy bounce higher and higher on 
the trampolines in the first scenario. 
Similarly, holding down the button 
makes him grab one of the trapezes 
which are so useful for getting over 
chasms between the platforms that 
are too wide for Sammy to jump. 





(2ND SCREEN) 



Swinging up to the platform where 
a pumpkin in sunglasses sits waiting 
ends the first scenario and sends Sam- 
my on to the next. This time, he must 
run under a row of plungers while 
making sure to avoid falling by step- 
ping on one of the disappearing plat- 
forms found below when it briefly 
winks out of existence. After crossing 
back by leaping from the top of one 
plungerto the next, Sammy steps onto 
a magic carpet for yet another cross- 
screen trip. Staying on the carpet is 
easy at skill level one, but its flightpath 
takes some strange dips and turns 
when the going gets tougher. 

Scenario three suffers slightly from 
its similarity to the second stanza. This 
time, the on-screen character must 
avoid hammers and puff balls, ride the 
elevator up the left side of the display 
and then use the trapeze to cross a 
flaming pit to land on a platform 
tenanted by another pumpkin in 
shades. 

The graphics, done with the aid of 
Courtney Smith, are irresistibly charm- 
ing. The playfields have very little 



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m»m AtirlVCS 2600 - Atari Home Computers - Commodore by Adam Bellin tx. Commodore Computers 



"Electronic Games Magazine 1984 Game Of The Tear Award 



background detail, but the significant 
objects are all well-drawn in a thin- 
line, cartoony style, that goes well 
with the circus atmosphere. Still, a few 
more trimmings might've helped rein- 
force the "Big Top" atmosphere. 

The instructions are a definite weak 
point, and that's a bit unusual for an 
On-Line disk. Oh, you can get a fair 
idea of the mechanics of play, but the 
rules don't really set much of a goal for 
the player. (It turns out that there's no 
grand design for Sammy beyond just 
getting through the audition in one 
piece). For instance, the countdown 
bonus clock is mentioned, but the au- 
thor of the rules folder doesn't really 
explain how difficulty adjustments 
affect the timing. This bit of know- 
ledge is not, admittedly, vital, but it's 
something most players like to know. 



This vagueness is particularly la- 
mentable because Sammy Lightfoot 
sports a large roster of pre-game 
options. At the push of the "return" 
key, you can choose the number of 
players (one or two), set the type of 
control {keyboard or stick) for each 
individually, turn the sound effects 
and opening tunes off and on, pick 
skill levels {one-six are selectable) for 
each participant and reset high scores. 
Once adjusted, these options can be 
saved for future reuse by pressing the 
"return" key at the appropriate time. 

Of course, we play the game, not 
the rulebook. And Sammy Lightfoot is 
a pleasant, if somewhat lightweight, 




are randomly firing cannons which 
travel up and down the various levels 
but do not jump across a hole created 
by the character. 

The third screen includes up and 
down elevators, unconnected girders 
and the usual complement of cannons 
and cannonballs. 

In the last two screens, hammers are 
provided so that the gamer can bop a 
cannon to pieces. 

There are a few nice touches in the 
programming: the "Johnny Comes 
Marching Home" theme song, the 
function button that shuts it off, the 
joystick-controlled screen level 
option, the pause option, and the cute 




campuTERGHminG 

game. A fully professional job of 
code-juggling by Warren Schwader 
has produced a cute change-of-pace 
contest. 

(Amie Katz) 

CANNONBALL BLITZ 

Sierra On-Line/VIC-20/cartridge 

This three-screen climbing game jm ,. g 

has the Revolutionary War as its motif. ^H " 1_ _ 

But, the theme has very little to do I I li 

with the graphics and nothing at all to E ^^ I V I 1 

do with the play-mechanic. Cannon- I Wm I ' j J 

ball Blitz — with some major m- jptHJU l d* £ I 

provements — could have just as easi- BBSI M flj 1 I 

ly been calied Donkey Kong or ^5JB ' P-^ " 
Jumpman. 

In the first screen, the gamer's char- cannonball blitz (sierra on-une) 
acter must climb a hill (which more (but extremely bare) graphics. (The 
than anything resembles a zigzag only color on-screen is used for the 
girder construct) in order to capture enemy and his flag. Everything else is 
the enemy's glag. Along his path are white!) However, it seems to this re- 
trap doors, "catapults" (seesaws or viewer that Sierra On-Line could have 
teetertotters to the rest of the world) better spent its time developing a 
and rolling cannonballs. There is also a game closer to the state of the art, or 
balloon to help the player skip a level, (even better) a game that would have 

The object of the second screen is to added something new to computer 

bring the structure down on the Red- gaming. 

coat by walking over the trap doors. Until someone produces a Don- 
When all of the doors have been key Kong or a Jumpman for the VIC, 
turned into holes, the girder structure Cannonball Blitz is the way to go. 
collapses. Adding some excitement (Vincent Puglia) 




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Nexa/Appk II/64K disk 

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The station itself is the ultimate 
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-By NEIL SHAPIRO 



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